doc
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@ -18,10 +18,12 @@ Sprite用来显示一张图片,再给Sprite增加一个刚体
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3 移除RigidBody2D刚体节点
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3 移除RigidBody2D刚体节点
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```
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```
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# 2. Node2D节点
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# 2. Node节点
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- Node节点,父类节点
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- Node节点,父类节点
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![Image text](image/node2d-01.JPG)
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```
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```
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1. Pause Mode节点的暂停
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1. Pause Mode节点的暂停
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get_tree().paused = true
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get_tree().paused = true
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@ -34,14 +36,41 @@ Process(处理) :无条件处理节点(以及 Inherit 模式的子节点
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process方法执行的优先级,对于子节点依然有效
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process方法执行的优先级,对于子节点依然有效
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挂载外部的脚本
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挂载外部的脚本
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```
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```
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```
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# Called when the node enters the scene tree for the first time.
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func _ready():
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# get_tree().paused = true
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pass
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var count = 0
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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count = count + 1
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if (count % 60 == 0):
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print("parent node")
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pass
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```
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# 3. CanvasItem节点
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- CanvasItem节点,CanvasItem -> Node
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- CanvasItem节点,CanvasItem -> Node
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- Canvas是画布的意思,所以CanvasItem代表了就是可以被绘制节点
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- CanvasItem是按树的树的深度优先遍历顺序绘制的
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- 默认情况下,子项在其父项的顶部,所以根CanvasItem将被画在所有项的后面
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- 可以通过设置CanvasItem的Show Behind Parent来改变最终渲染到屏幕上的画面顺序
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```
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```
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所有2d节点都要继承的节点,设置可视化,设置材质的颜色
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所有2d节点都要继承的节点,设置可视化,设置材质的颜色
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```
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```
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# 4. Node2D节点
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- Node2D节点,Node2d -> CanvasItem -> Node
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- Node2D节点,Node2d -> CanvasItem -> Node
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```
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```
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Binary file not shown.
After Width: | Height: | Size: 330 KiB |
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@ -0,0 +1,34 @@
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/node2d-01.JPG-08ad83c39fc41db8695db0d7520e3e64.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://doc/demo01_hello/image/node2d-01.JPG"
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dest_files=[ "res://.import/node2d-01.JPG-08ad83c39fc41db8695db0d7520e3e64.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=true
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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