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- 思源黑体,免费,开源,https://github.com/adobe-fonts/source-han-sans/releases
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- 思源黑体,免费,开源,https://github.com/adobe-fonts/source-han-sans/releases
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```
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```
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由Google和Adobe在2014年7月正式推出的开源字体不仅可以免费商用而且全面支持中文简体、中文繁体(香港)、中文繁体(台湾)、日文和韩文,还有七种字体粗细,整个字形个数接近50万。
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由Google和Adobe在2014年7月正式推出的开源字体,
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不仅可以免费商用而且全面支持中文简体、中文繁体(香港)、中文繁体(台湾)、日文和韩文,还有七种字体粗细,整个字形个数接近50万。
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免费可商用
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免费可商用
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```
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```
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@ -1,4 +1,16 @@
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# camera
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# 1. Camera2D相机
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- Godot的 Camera2D 节点,也就是我们说的摄像机,它提供了不少可以定义的属性来处理游戏中的镜头,并且非常简单。
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- 摄像机的作用
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```
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其实不用添加摄像机,我们的游戏也能够显示出画面来,但是当移动角色时,画面并不会跟着角色移动,正好我们有一个很大的地图,要如何展示呢。
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摄像机的作用就是做为屏幕可见区域的镜头,让你可以看到它照到的区域部分。当角色移动或是需要展示其它区域时,移动的就是摄像机的镜头。
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```
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- 同一时间,只可能有一个摄像机处于激活状态。它是自动的,激活一个,其它的都会被置为未激活状态。
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![Image text](image/camera1.png)
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![Image text](image/camera1.png)
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![Image text](image/camera2.png)
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![Image text](image/camera2.png)
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![Image text](image/camera3.png)
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![Image text](image/camera3.png)
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![Image text](image/camera5.png)
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![Image text](image/camera5.png)
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![Image text](image/camera6.png)
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![Image text](image/camera6.png)
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# 2. Viewport可视化窗口实现小窗口
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# viewport(视口,可视化窗口)
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- root就是根节点的viewport
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- root就是根节点的viewport
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![Image text](image/viewport1.png)
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![Image text](image/viewport2.png)
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![Image text](image/viewport3.png)
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![Image text](image/viewport4.png)
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![Image text](image/viewport5.png)
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![Image text](image/viewport6.png)
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![Image text](image/viewport7.png)
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![Image text](image/viewport8.png)
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![Image text](image/viewport9.png)
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![Image text](image/viewport10.png)
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![Image text](image/viewport11.png)
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# canvas layer
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![Image text](image/viewport1.png)
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![Image text](image/viewport2.png)
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![Image text](image/viewport3.png)
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![Image text](image/viewport4.png)
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![Image text](image/viewport5.png)
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![Image text](image/viewport6.png)
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![Image text](image/viewport7.png)
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![Image text](image/viewport8.png)
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![Image text](image/viewport9.png)
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![Image text](image/viewport10.png)
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![Image text](image/viewport11.png)
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# 3. CanvasLayer节点
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- 它是一个节点, 为所有子代和孙代添加一个单独的2D渲染层.Viewport的子节点默认在图层 "0 " 处绘制, 而CanvasLayer将在任何数字层处绘制.
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- 它是一个节点, 为所有子代和孙代添加一个单独的2D渲染层.Viewport的子节点默认在图层 "0 " 处绘制, 而CanvasLayer将在任何数字层处绘制.
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- 数字较大的图层将绘制在数字较小的图层之上.CanvasLayers也有自己的变换, 不依赖于其他层的变换. 这使得当我们对游戏世界的观察发生变化时,UI可以固定在屏幕空间中.
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- 数字较大的图层将绘制在数字较小的图层之上.CanvasLayers也有自己的变换, 不依赖于其他层的变换. 这使得当我们对游戏世界的观察发生变化时,UI可以固定在屏幕空间中.
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@ -22,3 +22,21 @@ __meta__ = {
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margin_right = 44.0
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margin_right = 44.0
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margin_bottom = 20.0
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margin_bottom = 20.0
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text = "Child"
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text = "Child"
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[node name="Control" type="Control" parent="."]
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margin_left = 55.1478
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margin_top = 233.954
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margin_right = 216.148
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margin_bottom = 344.954
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="Label" type="Label" parent="Control"]
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margin_right = 105.0
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margin_bottom = 14.0
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rect_pivot_offset = Vector2( 75.7402, 10.9574 )
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text = "aaaaaaaaaaaaaav"
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://scene/demo12_gui/Source_Han_Sans.ttf" type="DynamicFontData" id=1]
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[ext_resource path="res://scene/demo12_gui/Source_Han_Sans.ttf" type="DynamicFontData" id=1]
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[sub_resource type="DynamicFont" id=1]
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[sub_resource type="DynamicFont" id=1]
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font_data = ExtResource( 1 )
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font_data = ExtResource( 1 )
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[sub_resource type="DynamicFont" id=2]
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font_data = ExtResource( 1 )
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[node name="Node2D" type="Node2D"]
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[node name="Node2D" type="Node2D"]
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[node name="Label" type="Label" parent="."]
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[node name="Label" type="Label" parent="."]
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margin_right = 91.2518
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margin_right = 91.2518
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margin_bottom = 44.3757
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margin_bottom = 44.3757
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rect_pivot_offset = Vector2( 37.8167, 12 )
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rect_pivot_offset = Vector2( 37.8167, 12 )
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text = "label1"
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custom_fonts/font = SubResource( 1 )
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text = "label1你好"
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__meta__ = {
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__meta__ = {
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"_edit_use_anchors_": false
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"_edit_use_anchors_": false
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}
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}
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margin_top = 62.6466
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margin_top = 62.6466
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margin_right = 143.647
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margin_right = 143.647
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margin_bottom = 86.6466
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margin_bottom = 86.6466
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custom_fonts/font = SubResource( 1 )
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custom_fonts/font = SubResource( 2 )
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text = "有字体的lable"
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text = "有字体的lable"
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__meta__ = {
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__meta__ = {
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"_edit_use_anchors_": false
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"_edit_use_anchors_": false
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texture = ExtResource( 2 )
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texture = ExtResource( 2 )
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[node name="icon2" type="Sprite" parent="."]
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[node name="icon2" type="Sprite" parent="."]
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modulate = Color( 0.054902, 0.533333, 0.815686, 1 )
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position = Vector2( 665.147, 246.323 )
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position = Vector2( 665.147, 246.323 )
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texture = ExtResource( 2 )
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texture = ExtResource( 2 )
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Reference in New Issue