Class reference

Node2D

Inherits CanvasItem

A 2D game object, inherited by all 2D-related nodes. Has a position, rotation, scale, and skew.

Description

A 2D game object, with a transform (position, rotation, and scale). All 2D nodes, including physics objects and sprites, inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control of the node's render order. Note: Since both Node2D and Control inherit from CanvasItem, they share several concepts from the class such as the CanvasItem.z_index and CanvasItem.visible properties.

Properties

float global_rotation

Global rotation in radians. See also rotation.

float global_skew

Global skew in radians. See also skew.

float rotation = 0.0

Rotation in radians, relative to the node's parent. See also global_rotation. Note: This property is edited in the inspector in degrees. If you want to use degrees in a script, use rotation_degrees.

Vector2 scale = Vector2(1, 1)

The node's scale, relative to the node's parent. Unscaled value: (1, 1). See also global_scale. Note: Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Redot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed.

float skew = 0.0

If set to a non-zero value, slants the node in one direction or another. This can be used for pseudo-3D effects. See also global_skew. Note: Skew is performed on the X axis only, and between rotation and scaling. Note: This property is edited in the inspector in degrees. If you want to use degrees in a script, use skew = deg_to_rad(value_in_degrees).

Methods

void apply_scale(Vector2 ratio)

Multiplies the current scale by the ratio vector.

void global_translate(Vector2 offset)

Adds the offset vector to the node's global position.

void look_at(Vector2 point)

Rotates the node so that its local +X axis points towards the point, which is expected to use global coordinates. point should not be the same as the node's position, otherwise the node always looks to the right.

void move_local_x(float delta, bool scaled = false)

Applies a local translation on the node's X axis with the amount specified in delta. If scaled is false, normalizes the movement to occur independently of the node's scale.

void move_local_y(float delta, bool scaled = false)

Applies a local translation on the node's Y axis with the amount specified in delta. If scaled is false, normalizes the movement to occur independently of the node's scale.

void rotate(float radians)

Applies a rotation to the node, in radians, starting from its current rotation.

Vector2 to_global(Vector2 local_point) const

Transforms the provided local position into a position in global coordinate space. The input is expected to be local relative to the Node2D it is called on. e.g. Applying this method to the positions of child nodes will correctly transform their positions into the global coordinate space, but applying it to a node's own position will give an incorrect result, as it will incorporate the node's own transformation into its global position.

Vector2 to_local(Vector2 global_point) const

Transforms the provided global position into a position in local coordinate space. The output will be local relative to the Node2D it is called on. e.g. It is appropriate for determining the positions of child nodes, but it is not appropriate for determining its own position relative to its parent.

void translate(Vector2 offset)

Translates the node by the given offset in local coordinates.

Tutorials

Source revision 5592dc3a7a61
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