godot-start/doc/demo08_path/path.md

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# 1. Line2D 节点
- 在 2D 空间中通过几个点连成的线,可以通过代码动态添加和删除
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```
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注意默认情况下Godot一次最多只能绘制 4,096 个多边形点。
要增加这个限制,请打开项目设置,修改下面两个设置
ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb
ProjectSettings.rendering/limits/buffers/canvas_polygon_index_buffer_size_kb。
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```
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# 2. RemoteTransform2D 节点
- RemoteTransform2D类似与设计模式中的代理模式代理一个节点
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```
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RemoteTransform2D pushes its own Transform2D to another CanvasItem derived Node in the scene.
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It can be set to update another Node's position, rotation and/or scale. It can use either global or local coordinates.
```
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# 3. Path2D 节点
- Path2D包含了一个曲线路径数据
```
Contains a Curve2D path for PathFollow2D nodes to followDescribes a Bézier curve in 2D space.
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```
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- PathFollow2D要和Path2D结合在一起使用
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```
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This node takes its parent Path2D, and returns the coordinates of a point within it, given a distance from the first vertex.
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It is useful for making other nodes follow a path, without coding the movement pattern. For that, the nodes must be children of this node.
The descendant nodes will then move accordingly when setting an offset in this node.
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```
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# 4. Tilemap 节点
- tilemap的由tileset组成tileset由tile一个个单个图块组成
- 基本上通过熟练使用get_cell、set_cell、world_to_map这些函数就可以解决大多数普通关卡制作需求
- 自动填充bitmask
- 如图所示这是一个3×3的autotile自动图块如果我还没有设置bitmask位遮罩那么此时放置图块时效果如下图所示
- 可以看到如果没有设置bitmask那么放置图块时只显示左上角的部分
![Image text](image/path1.jpg)
![Image text](image/path2.gif)
- 接下来我把bitmask设置在中心区域如图所示接下来我再放置autotile时效果就不一样了效果如下图所示
![Image text](image/path3.jpg)
![Image text](image/path4.gif)
- 可以看到图中其它图块都是左上角但中间的部分改变了接下来我再把bitmask的范围加大接触到相邻的图块接下来效果就又不一样了
- 可以看到,当放置了一圈图块后,在中间添加图块时,相邻的图块全都改变了
![Image text](image/path5.jpg)
![Image text](image/path6.gif)