![]() ![]() This makes it easier (and faster) to program scrollable scenes. Here we are telling the Tween to move the "position" of the camera, from the current value of camera.position to the current value of camera_target.position, in the span of seconds. It forces the screen (current layer) to scroll following this node. Tween.interpolate_property(cam, "position", cam.position, cam_target.position, seconds) Which in this case I will go ahead and create from code instead of adding it in the editor: export var cam_path:NodePath Then in code use body.is_in_group("group_name") to check.Īnother thing you can do with this is to tween over time the camera position instead of changing it instantly. ![]() You can add groups to nodes in the Node panel on the Groups tab. Also, a common approach is to use groups to discern between the bodies. I'll also remind you that you can use the collision layers to filter what the Area2D detects. The CameraAttributes resource stores exposure and depth of field information. This allows adjusting those properties independently of other Environment settings more easily. The active camera is always the last one that set its current property to true. In Godot 4, exposure and depth of field information was split from the Environment resource into a separate CameraAttributes resource. In the Inspector, set the camera node as Current so Godot uses it as our game’s camera. Name it ZoomingCamera2D and add a Tween node as a child. Var cam_target := get_node(cam_target_path) as Position2Dīy the way, you can use the same approach to teleport the player character. First, we need to create a new scene with a Camera2D as its root. Var cam := get_node(cam_path) as Camera2D Well, add some Position2D nodes to mark the position for the camera, and then we can do this: export var cam_path:NodePath Now, you should be able to select the old and the new camera in the inspector panel.Īlright, but we don't want to change cameras, we want to move the camera. Something like this: export var old_cam_path:NodePathįunc when_body_entered(body:Node) -> void: Basically it forces the screen to follow this node. And set current to false for the prior camera.Īlright, if you are going to have references to the cameras in your script, you may instead export some NodePaths for them. The camera 2D node as a simple node that allows control of the view camera in 2D scenes. In your player scene, create a new Node2D and call it Player Make this new Node2D the scene root (so that the kinematic thing is a child of it) Move the Sprite to be a child of this root node. Then on the handler for "body_entered" signal of your Area2D you can set Camera.current = true for the Camera2D of the next room (areas of the map). 'delta' is the elapsed time since the previous frame.Have multiple Camera2D. You can control camera using arrow keys, by dragging while holding mouse button or by moving. Player= get_node("/root/Scene/glass cube") RTS Camera2d plugin adds simple camera node to Godot Engine. # Called when the node enters the scene tree for the first time.
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