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godot:syntax:draw

Draw

Die Funktion _draw() wird einmal zu Beginn des Programms abgearbeitet. Die gezeichneten Formen sind mit dem übergeordneten Node verknüpft. Ändert sich dessen Position, werden auch die gezeichneten Formen verschoben.

Sind die Formen variabel gestaltet, müssen wir bei einer Veränderung die Funktion _draw() erneut aufrufen, dies erreichen wir, in dem wir die Funktion update() aufrufen.

func _draw():
	var koor = Vector2(0,0) 
	var koor2 = Vector2(150,-150)
	var farbe = Color8(255,0,0,125)
	var farbe1 = Color8(0,255,0,125)
	var farbe2 = Color8(0,0,255,125)
	var start_gross = Rect2(Vector2(0,0),Vector2(-100,-100))
	var polygon = PoolVector2Array()
	polygon.append(Vector2(0,0))
	polygon.append(Vector2(50,0))
	polygon.append(Vector2(100,100))
	# ----------------------------------
	draw_circle(koor,100,farbe)
	draw_colored_polygon(polygon,farbe1)
	draw_line(koor,koor2,farbe2,5)
	draw_rect(start_gross,farbe2)

Bei dem Mutter-Node handelt es sich um ein Sprite2D. Auffällig ist, dass die draw-Objekte über dem Sprite liegen.

CanvasItem

Member Functions

void _draw ( ) virtual
float draw_char ( Font font, Vector2 position, String char, String next, Color modulate=Color( 1, 1, 1, 1 ) )
void draw_circle ( Vector2 position, float radius, Color color )
void draw_colored_polygon ( PoolVector2Array points, Color color, PoolVector2Array uvs=PoolVector2Array( ), Texture texture=null, Texture normal_map=null, bool antialiased=false )
void draw_line ( Vector2 from, Vector2 to, Color color, float width=1.0, bool antialiased=false )
void draw_multiline ( PoolVector2Array points, Color color, float width=1.0, bool antialiased=false )
void draw_multiline_colors ( PoolVector2Array points, PoolColorArray colors, float width=1.0, bool antialiased=false )
void draw_polygon ( PoolVector2Array points, PoolColorArray colors, PoolVector2Array uvs=PoolVector2Array( ), Texture texture=null, Texture normal_map=null, bool antialiased=false )
void draw_polyline ( PoolVector2Array points, Color color, float width=1.0, bool antialiased=false )
void draw_polyline_colors ( PoolVector2Array points, PoolColorArray colors, float width=1.0, bool antialiased=false )
void draw_primitive ( PoolVector2Array points, PoolColorArray colors, PoolVector2Array uvs, Texture texture=null, float width=1.0, Texture normal_map=null )
void draw_rect ( Rect2 rect, Color color, bool filled=true )
void draw_set_transform ( Vector2 position, float rotation, Vector2 scale )
void draw_set_transform_matrix ( Transform2D xform )
void draw_string ( Font font, Vector2 position, String text, Color modulate=Color( 1, 1, 1, 1 ), int clip_w=-1 )
void draw_style_box ( StyleBox style_box, Rect2 rect )
void draw_texture ( Texture texture, Vector2 position, Color modulate=Color( 1, 1, 1, 1 ), Texture normal_map=null )
void draw_texture_rect ( Texture texture, Rect2 rect, bool tile, Color modulate=Color( 1, 1, 1, 1 ), bool transpose=false, Texture normal_map=null )
void draw_texture_rect_region ( Texture texture, Rect2 rect, Rect2 src_rect, Color modulate=Color( 1, 1, 1, 1 ), bool transpose=false, Texture normal_map=null, bool clip_uv=true )
RID get_canvas ( ) const
RID get_canvas_item ( ) const
Transform2D get_canvas_transform ( ) const
Vector2 get_global_mouse_position ( ) const
Transform2D get_global_transform ( ) const
Transform2D get_global_transform_with_canvas ( ) const
Vector2 get_local_mouse_position ( ) const
Transform2D get_transform ( ) const
Rect2 get_viewport_rect ( ) const
Transform2D get_viewport_transform ( ) const
World2D get_world_2d ( ) const
void hide ( )
bool is_local_transform_notification_enabled ( ) const
bool is_set_as_toplevel ( ) const
bool is_transform_notification_enabled ( ) const
bool is_visible_in_tree ( ) const
Vector2 make_canvas_position_local ( Vector2 screen_point ) const
InputEvent make_input_local ( InputEvent event ) const
void set_as_toplevel ( bool enable )
void set_notify_local_transform ( bool enable )
void set_notify_transform ( bool enable )
void show ( )
void update ( )
godot/syntax/draw.txt · Zuletzt geändert: 2020/10/11 22:48 (Externe Bearbeitung)