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@@ -7,10 +7,10 @@ Viewport and Canvas items
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:ref:`CanvasItem <class_CanvasItem>` is the base for all 2D nodes, be it regular
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- 2D nodes, such as :ref:`Node2D <class_Node2D>`, or `Control
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- <class_Control>`. Both inherit from :ref:`CanvasItem <class_CanvasItem>`.
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- You can arrange canvas items in trees. Each item will inherit its parent's
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- transform: when the parent moves, its children move too.
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+2D nodes, such as :ref:`Node2D <class_Node2D>`, or :ref:`Control <class_Control>`.
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+Both inherit from :ref:`CanvasItem <class_CanvasItem>`.
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+You can arrange canvas items in trees. Each item will inherit its parent's
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+transform: when the parent moves, its children move too.
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CanvasItem nodes, and nodes inheriting from them, are direct or indirect children of a
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:ref:`Viewport <class_Viewport>`, that display them.
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@@ -29,7 +29,7 @@ transform. For example:
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- **Parallax Backgrounds**: Backgrounds that move slower than the rest
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of the stage.
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-- **UI**: Think of a user interface (UI) or Heads-up display (HUD) superimposed on our view of the game world. We want a life counter, score display and other elements to retain their screen positions even when our view of the game world changes.
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+- **UI**: Think of a user interface (UI) or head-up display (HUD) superimposed on our view of the game world. We want a life counter, score display and other elements to retain their screen positions even when our view of the game world changes.
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- **Transitions**: We may want visual effects used for transitions (fades, blends) to remain at a fixed screen location.
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How can these problems be solved in a single scene tree?
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