When measuring the mouse position, I noticed that the mouse didn't fully go to the right of the screen by 1 pixel. This caused an issue in my project where scrolling the screen to the right was slightly slower than scrolling to the left. I tested this on my Windows 10 Desktop, with ...
AnimatableStaticBodies dont update position of children when moved when using Jolt physics #101912 closed Jan 22, 2025 Disables the Android side from using gestures to change the character size of the code ratio on the editor page #77357 closed Jan 22, 2025 Visual Shader WorldPositionFrom...
RIDget_canvas()const 返回所在的World2D画布的RID。 RIDget_canvas_item()const 返回VisualServer为此项使用的画布项RID Transform2Dget_canvas_transform()const 获取此项目画布的变换矩阵。 Vector2get_global_mouse_position()const 获得鼠标的全局位置。 Transform2Dget_global_transform()const 获取此项的全局变换...
if (mouseposition <= maxlen || _index == ondraging) // 如果距离小于等于最大长度或者索引值相等 { ondraging = _index;// 记录点触索引值防止多指影响触控 _sprite.GlobalPosition = mousebutton;// 更新_sprite(圆点)的全局位置 if (_sprite.Position.Length() > maxlen)// 如果_sprite(圆点)的位...
@export var steps_left = 0 # How many steps to simulate @export var done = false @onready var mouse: Mouse = $Mouse @onready var expected_position = SnapUtils.get_tile_map_position($TestMarker.position) Now, we can put it on a scene, and we are good! We know where a mouse sta...
下面几种情况下,索引是不会被使用的 (1)组合索引,查询时的条件列不是组合索引中的第一个列 例如...
欢迎来到 Godot 引擎 的官方文档,Godot 引擎是一款免费、由开源社区驱动的 2D 和 3D 游戏引擎!如果是初次阅读本文档,我们建议您读一下 introduction page ,以对本文档的内容有一个整体的了解。 入门 开发 开始编译 引擎开发 编辑器开发 社区 类参考
Project由Scene场景组成,场景中所有对象继承Node(Node继承Object,Object包含所有图形和数据元素)。
Support for shadow-to-opacity in 3D to render shadows in augmented reality contexts. Ability to change a Position2D gizmo's size. New Vector2 and Vector3 methods: move_toward() to retrieve a vector moved towards another by a specified number of units. direction_to() to retrieve a normali...
Adding Player Movement Using Mouse Input Now, you can implement player movement using mouse input to move the player to the position of the mouse click or make the player face the mouse pointer: extends CharacterBody2D @export var speed = 300 ...