PhantomCamera2D
Inherits: Node2D
PhantomCamera2D
, shortened to PCam2D
(text) and pcam_2d
(code), is used in 2D scenes.
PCam2Ds
can manually be enabled / disabled by toggling its visibility in the Scene
hierarchy panel.
Core Properties
Follow Mode
Enables the PCam2D
to follow specific target(s) using various logics.
Secondary Properties
active
Type: bool
Default: false
Returns true
if this PCam
is the one controlling the scene's Camera
.
tween_on_load
Type: bool
Default: true
By default, the moment a PCam
is instantiated into a scene, and has the highest priority, it will perform its tween transition.
This is most obvious if a PCam
has a long duration and is attached to a playable character that can be moved the moment a scene is loaded.
Disabling the Tween on Load property will disable this behaviour and skip the tweening entirely when instantiated.
inactive_update_mode
Type: int
Default: 0
Determines how often an inactive PCam
should update its positional and rotational values. This is meant to reduce the amount of calculations inactive PCams
are doing when idling to improve performance. The value is based on the enum type InactiveUpdateMode
.
Inactive Update Mode | Value |
---|---|
ALWAYS | 0 |
NEVER | 1 |
Setter
void
set_inactive_update_mode(int
update_mode)
Example
pcam.set_inactive_update_mode(InactiveUpdateMode.NEVER)
tween_resource
Type: PhantomCameraTween
Default: null
The resource that defines how this PCam
should be transitioned to.
Can be shared across multiple PCams
.
See the Tween page for more details.
Setter
void
set_tween_resource(PhantomCameraTween
tween_resource)
Example
pcam.set_tween_resource(tween_resource)
tween_duration
Type: float
Default: 1
Property reference to tween_duration of the PhantomCameraTween
.
tween_transition
Type: int
Default: 0
Property reference to tween_transition of the PhantomCameraTween
.
zoom
Type: Vector2
Default: Vector2(1,1)
Applies a zoom amount to the PCam2D
, which will override the Zoom
property of the Camera2D
node.
frame_preview
Type: bool
Default: true
Enables a preview of what the PCam2D
will see in the scene. It works identically to how a Camera2D
shows which area will be visible during runtime. Likewise, this too will be affected by the Zoom
property and the Viewport Width
and Viewport Height
defined in the Project Settings
.
Note: This property is only accessible within the node's inspector panel in the editor.
snap_to_pixel
Type: bool
Default: false
If enabled, will make the Camera2D
always snap to whole pixels.
This should be particularly useful in pixel art projects, where assets should always be aligned to the monitor's pixels to avoid unintended stretching.
Note
This is not an intended solution for making a camera pixel perfect. That is a more complex issue to solve.
draw_limits
Type: bool
Default: false
Shows the Camera2D
's built-in limit border. The Camera2D
can move around anywhere within it.
Note: This property is only accessible within the node's inspector panel in the editor.
limit_left
Type: int
Default: -10000000
Defines the left side of the Camera2D
limit. The camera will not be able to move past this point.
Setter
void
set_limit_left(int
value)
void
set_limit(int
side, int
value)
Example
# Shorthand
pcam.set_limit_left(200)
# General Side setter
pcam.set_limit(SIDE_LEFT, 200)
Getter
int
get_limit_left()
int
get_limit(int
side)
Example
# Shorthand
pcam.get_limit_left()
# General Side getter
pcam.get_limit(SIDE_LEFT)
limit_top
Type: int
Default: -10000000
Defines the top side of the Camera2D
limit. The camera will not be able to move past this point.
Setter
void
set_limit_top(int
value)
void
set_limit(int
side, int
value)
Example
# Shorthand
pcam.set_limit_top(200)
# General Side setter
pcam.set_limit(SIDE_TOP, 200)
Getter
int
get_limit_top()
int
get_limit(int
side)
Example
# Shorthand
pcam.get_limit_top()
# General Side getter
pcam.get_limit(SIDE_TOP)
limit_right
Type: int
Default: 10000000
Defines the right side of the Camera2D
limit. The camera will not be able to move past this point.
Setter
void
set_limit_right(int
value)
void
set_limit(int
side, int
value)
Example
## Shorthand
pcam.set_limit_right(200)
## General Side setter
pcam.set_limit(SIDE_RIGHT, 200)
Getter
int
get_limit_right()
int
get_limit(int
side)
Example
# Shorthand
pcam.get_limit_right()
# General Side getter
pcam.get_limit(SIDE_RIGHT)
limit_bottom
Type: int
Default: 10000000
Defines the bottom side of the Camera2D
limit. The camera will not be able to move past this point.
Setter
void
set_limit_bottom(int
value)
void
set_limit(int
side, int
value)
Example
# Shorthand
pcam.set_limit_bottom(200)
# General Side setter
pcam.set_limit(SIDE_BOTTOM, 200)
Getter
int
get_limit_bottom()
int
get_limit(int
side)
Example
# Shorthand
pcam.get_limit_bottom()
# General Side getter
pcam.get_limit(SIDE_BOTTOM)
limit_target
Type: NodePath
Default: null
Allows for setting either a TileMap
/ TileMapLayer
or CollisionShape2D
node to automatically apply a limit size instead of manually adjusting the Left
, Top
, Right
and Left
properties.
TileMap / TileMapLayer
The Limit
will update after the TileSet
of the TileMap
/ TileMapLayer
has changed.
Note: The limit size will only update after closing the TileMap
/ TileMapLayer
editor bottom panel.
CollisionShape2D
The limit will update in realtime as the Shape2D
changes its size whilst in the editor.
Note: For performance reasons, resizing the Shape2D
while running the game will not change the Limit
sides.
Setter
void
set_limit_target(NodePath
target)
Example
# TileMap / TileMapLayer node
pcam.set_limit_target(tile_map_node)
# CollisionShape2D node
pcam.set_limit_target(collision_shape_2d_node)
limit_margin
Type: Vector4i
Default: Vector4i(0,0,0,0)
Applies an offset to the TileMap / TileMapLayer Limit
or Shape2D Limit
.
The values go from Left
, Top
, Right
and Bottom
.
The values can be either positive or negative, which will decrease and increase the limit size respectively.
Setter
void
set_limit_margin(Vector4i
margin)
Example
pcam.set_limit_margin(Vector4i(200, -200, 200, -200))
noise
Type: PhantomCameraNoise2D
Default: null
Applies a noise, or shake, to a Camera2D
. Once set, the noise will run continuously after the tween to the PhantomCamera2D
is complete.
preview_noise
Type: bool
Default: true
If true, will trigger the noise while in the editor.
Useful in cases where you want to temporarily disabled the noise in the editor without removing the resource.
This property has no effect on runtime behaviour.
Note: This property is only accessible within the node's inspector panel in the editor.
noise_emitter_layer
Type: int
Default: 0
Enable a corresponding layer for a PhantomCameraNoiseEmitter2D noise_emitter_layer to make this PhantomCamera2D
be affected by it.
Note: The value used for this is a bitmask, for improved usability, a helper setter function is also available.
Setter
void
set_noise_emitter_layer(int
value)
void
set_noise_emitter_layer_value(int
layer, bool
enabled)
Example
## Bitmask assignment
pcam.get_noise_emitter_layer(16)
## Specific layer change
pcam.set_noise_emitter_layer_value(2, true)
Methods
emit_noise
Type: Transform2D
Default: Transform2D()
Emits a noise based on a custom Transform2D
value.
Use this function if you wish to make use of external noise patterns from, for example, other addons.
Signals
became_active
Emitted when the PCam
becomes active.
became_inactive
Emitted when the PCam
becomes inactive.
dead_zone_changed
Emitted when the dead zone changes when in Framed Follow mode.
dead_zone_reached
Emitted when a target touches the edge of the dead zone in Framed Follow mode.
follow_target_changed
Emitted when the follow target
changes.
is_tweening
Emitted when the Camera
is being tweened.
tween_started
Emitted when the Camera
starts to tween to the PCam
.
tween_interrupted (PhantomCamera
: pcam)
Emitted when the tween is interrupted due to another PCam
becoming active.
The argument is the PCam
that interrupted the tween.
tween_completed
Emitted when the Camera
completes its tween to the PCam
.