2d_parallax.rst 13 KB

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  1. .. _doc_2d_parallax:
  2. 2D Parallax
  3. ===========
  4. Introduction
  5. ------------
  6. Parallax is an effect used to simulate depth by having textures move at different speeds relative to the camera. Godot
  7. provides the :ref:`Parallax2D<class_parallax2d>` node to achieve this effect. It can still be easy to get tripped
  8. up though, so this page provides in-depth descriptions of some properties and how to fix some common mistakes.
  9. .. note::
  10. This page covers how to use :ref:`Parallax2D<class_parallax2d>`, which is
  11. recommended to use over the :ref:`ParallaxLayer<class_parallaxlayer>` and
  12. :ref:`ParallaxBackground<class_parallaxbackground>` nodes.
  13. Getting started
  14. ---------------
  15. The parallax node supports adding nodes that render things as children, so you can use one or many nodes to make up each
  16. layer. To begin, place each node or nodes you want to have scroll independently as a child of their own parallax node.
  17. Make sure that the top left of the textures used are at the ``(0, 0)`` crossing, like in the image below. See the section
  18. on :ref:`positioning <doc_2d_parallax_positioning>` for why this is important.
  19. .. image:: img/2d_parallax_size_viewport.webp
  20. The scene above uses one prepared texture for the higher clouds in a :ref:`Sprite2D <class_sprite2d>`, but you could
  21. just as easily use multiple nodes spaced out to compose the layer.
  22. Scroll scale
  23. ------------
  24. The backbone of the parallax effect is the :ref:`scroll_scale <class_parallax2d_property_scroll_scale>` property.
  25. It works as a scroll-speed multiplier, allowing layers to move at a different speed than the camera for each axis set.
  26. A value of 1 makes the parallax node scroll at the same speed as the camera. If you want your image to look further away
  27. when scrolling, use a value lower than 1, with 0 bringing it to a complete stop. If you want something to appear closer
  28. to the camera, use a value higher than 1, making it scroll faster.
  29. The scene above is comprised of five layers. Some good :ref:`scroll_scale <class_parallax2d_property_scroll_scale>`
  30. values might be:
  31. - ``(0.7, 1)`` - Forest
  32. - ``(0.5, 1)`` - Hills
  33. - ``(0.3, 1)`` - Lower Clouds
  34. - ``(0.2, 1)`` - Higher Clouds
  35. - ``(0.1, 1)`` - Sky
  36. The video below displays how these values affect scrolling while in-game:
  37. .. video:: video/2d_parallax_scroll_scale.webm
  38. :alt: A scene with five layers scrolling at different speeds
  39. :autoplay:
  40. :loop:
  41. :muted:
  42. Infinite repeat
  43. ---------------
  44. :ref:`Parallax2D<class_parallax2d>` provides a bonus effect that gives textures the illusion of repeating infinitely.
  45. :ref:`repeat_size<class_parallax2d_property_repeat_size>` tells the node to snap its position forward or back when the
  46. camera scrolls by the set value. This effect is achieved by adding a single repeat to all the child canvas items offset
  47. by the value. While the camera scrolls between the image and its repeat, it invisibly snaps back giving the appearance
  48. of a looping image.
  49. .. image:: img/2d_parallax_scroll.gif
  50. Being a delicate effect, it's easy for unfamiliar users to make mistakes with their setup. Let's go over the "how" and
  51. "why" of a few common problems users encounter.
  52. Poor sizing
  53. ~~~~~~~~~~~
  54. The infinite repeat effect is easiest to work with when you have an image designed to repeat seamlessly and is the same
  55. size or larger than your viewport **before** setting the :ref:`repeat_size<class_parallax2d_property_repeat_size>`. If
  56. you aren't able to obtain assets that are designed for this task, there are some other things you can do to better
  57. prepare your image in regards to size.
  58. Here is an example of a texture that is too small for its viewport:
  59. .. image:: img/2d_parallax_size_bad.webp
  60. We can see that the viewport size is 500x300 but the texture is 288x208. If we set the
  61. :ref:`repeat_size<class_parallax2d_property_repeat_size>` to the size of our image, the infinite repeat effect doesn't
  62. scroll properly because the original texture doesn't cover the viewport. If we set the
  63. :ref:`repeat_size<class_parallax2d_property_repeat_size>` to the size of the viewport, we have a large gap. What can we
  64. do?
  65. Make the viewport smaller
  66. ^^^^^^^^^^^^^^^^^^^^^^^^^
  67. The simplest answer is to make the viewport the same size or smaller than your textures.
  68. In **Project Settings > Display > Window**, change the
  69. :ref:`Viewport Width<class_ProjectSettings_property_display/window/size/viewport_width>`
  70. and :ref:`Viewport Height<class_ProjectSettings_property_display/window/size/viewport_height>`
  71. settings to match your background.
  72. .. image:: img/2d_parallax_size_viewport.webp
  73. Scale the Parallax2D
  74. ^^^^^^^^^^^^^^^^^^^^
  75. If you're not aiming for a pixel-perfect style, or don't mind a little blurriness, you may opt to scale the textures
  76. larger to fit your screen. Set the :ref:`scale<class_node2d_property_scale>` of the :ref:`Parallax2D<class_parallax2d>`,
  77. and all child textures scale with it.
  78. Scale the child nodes
  79. ^^^^^^^^^^^^^^^^^^^^^
  80. Similar to scaling the :ref:`Parallax2D<class_parallax2d>`, you can scale your :ref:`Sprite2D<class_sprite2d>` nodes to
  81. be large enough to cover the screen. Keep in mind that some settings like
  82. :ref:`Parallax2D.repeat_size<class_parallax2d_property_repeat_size>` and
  83. :ref:`Sprite2D.region_rect<class_sprite2d_property_region_rect>` do not take scaling into account, so it's necessary to
  84. adjust these values based on the scale.
  85. .. image:: img/2d_parallax_size_scale.webp
  86. Repeat the textures
  87. ^^^^^^^^^^^^^^^^^^^
  88. You can also start off on the right foot by preparing child nodes earlier in the process. If you have a
  89. :ref:`Sprite2D<class_sprite2d>` you'd like to repeat, but is too small, you can do the following to repeat it:
  90. - set :ref:`texture_repeat<class_canvasitem_property_texture_repeat>` to :ref:`CanvasItem.TEXTURE_REPEAT_ENABLED<class_canvasitem_constant_TEXTURE_REPEAT_ENABLED>`
  91. - set :ref:`region_enabled<class_sprite2d_property_region_enabled>` to ``true``
  92. - set the :ref:`region_rect<class_sprite2d_property_region_rect>` to a multiple of the size of your texture large enough to cover the viewport.
  93. Below, you can see that repeating the image twice makes it large enough to cover the screen.
  94. .. image:: img/2d_parallax_size_repeat.webp
  95. .. _doc_2d_parallax_positioning:
  96. Poor positioning
  97. ~~~~~~~~~~~~~~~~
  98. It's common to see users mistakenly set all of their textures to be centered at ``(0,0)``:
  99. .. image:: img/2d_parallax_single_centered.webp
  100. This creates problems with the infinite repeat effect and should be avoided. The "infinite repeat canvas" starts at
  101. ``(0,0)`` and expands down and to the right to the size of the :ref:`repeat_size<class_parallax2d_property_repeat_size>`
  102. value.
  103. .. image:: img/2d_parallax_single_expand.webp
  104. If the textures are centered on the ``(0,0)`` crossing, the infinite repeat canvas is only partly covered, so it
  105. only partly repeats.
  106. Would increasing ``repeat_times`` fix this?
  107. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  108. Increasing :ref:`repeat_times<class_parallax2d_property_repeat_times>` technically *would* work in some scenarios, but
  109. is a brute force solution and not the problem it is designed to solve (we'll go over this in a bit). A better fix is to
  110. understand how the repeat effect works and set up the parallax textures appropriately to begin with.
  111. First, check to see if any textures are spilling over onto the negative parts of the canvas. Make sure the textures
  112. used in the parallax nodes fit inside the "infinite repeat canvas" starting at ``(0,0)``. That way, if
  113. :ref:`Parallax2D.repeat_size<class_parallax2d_property_repeat_size>` is set correctly, it should look something like
  114. this, with one single loop of the image the same size or larger than the viewport:
  115. .. image:: img/2d_parallax_repeat_good_norect.webp
  116. If you think of how the image scrolls across the screen, it starts by displaying what's inside the red rectangle
  117. (determined by :ref:`repeat_size<class_parallax2d_property_repeat_size>`), and when it reaches what's inside the yellow
  118. rectangle it zips the image forward to give the illusion of scrolling forever.
  119. .. image:: img/2d_parallax_repeat_good.webp
  120. If you have the image positioned away from the "infinite repeat canvas", when the camera reaches the yellow rectangle,
  121. half of the image is cut off before it jumps forward like in the image below:
  122. .. image:: img/2d_parallax_repeat_bad.webp
  123. Scroll offset
  124. -------------
  125. If your parallax textures are already working correctly, but you prefer it to start at a different point,
  126. :ref:`Parallax2D<class_parallax2d>` comes with a :ref:`scroll_offset<class_parallax2d_property_scroll_offset>` property
  127. used to offset where the infinite repeat canvas starts. As an example, if your image is 288x208, setting
  128. the :ref:`scroll_offset<class_parallax2d_property_scroll_offset>` to ``(-144,0)`` or ``(144,0)`` allows it to begin
  129. halfway across the image.
  130. Repeat times
  131. ------------
  132. Ideally, following this guide, your parallax textures are large enough to cover the screen even when zoomed out.
  133. Until now, we have had a perfectly fitting 288x208 texture inside of a 288x208 viewport. However, problems
  134. occur when we zoom out by setting the :ref:`Camera2D.zoom<class_camera2d_property_zoom>` to ``(0.5, 0.5)``:
  135. .. image:: img/2d_parallax_zoom_single.webp
  136. Even though everything is correctly set for the viewport at the default zoom level, zooming out makes it smaller than
  137. the viewport, breaking the infinite repeat effect. This is where
  138. :ref:`repeat_times<class_parallax2d_property_repeat_times>` can help out. Setting a value of ``3`` (one extra
  139. repeat behind and in front), it is now large enough to accommodate the infinite repeat effect.
  140. .. image:: img/2d_parallax_zoom_repeat_times.webp
  141. If these textures were meant to be repeated vertically, we would have specified a ``y`` value for the
  142. :ref:`repeat_size<class_parallax2d_property_repeat_size>`. The
  143. :ref:`repeat_times<class_parallax2d_property_repeat_times>` would automatically add a repeat above and below as well.
  144. This is only a horizontal parallax, so it leaves an empty block above and below the image. How do we solve this? We
  145. need to get creative! In this example, we stretch the sky higher, and grass sprite lower. The textures now support the
  146. normal zoom level and zooming out to half size.
  147. .. image:: img/2d_parallax_zoom_repeat_adjusted.webp
  148. Split screen
  149. ------------
  150. Most tutorials for making a split screen game in Godot begin by writing a small script to assign
  151. the :ref:`Viewport.world_2d<class_viewport_property_world_2d>` of the first SubViewport to the second, so they have a
  152. shared display. Questions often pop up about how to share a parallax effect between both screens.
  153. The parallax effect fakes a perspective by moving the positions of different textures in relation to the camera. This is
  154. understandably problematic if you have multiple cameras, because your textures can't be in two places at once!
  155. This is still achievable by cloning the parallax nodes into the second (or third or fourth)
  156. :ref:`SubViewport<class_subviewport>`. Here's how a setup looks for a two player game:
  157. .. image:: img/2d_parallax_splitscreen.webp
  158. Of course, now both backgrounds show in both SubViewports. What we want is for each parallax to only show in their
  159. corresponding viewport. We can achieve this by doing the following:
  160. - Leave all parallax nodes at their default :ref:`visibility_layer<class_canvasitem_property_visibility_layer>` of 1.
  161. - Set the first SubViewport's :ref:`canvas_cull_mask<class_viewport_property_canvas_cull_mask>` to only layers 1 and 2.
  162. - Do the same for the second SubViewport but use layers 1 and 3.
  163. - Give your parallax nodes in the first SubViewport a common parent and set its :ref:`visibility_layer<class_canvasitem_property_visibility_layer>` to 2.
  164. - Do the same for the second SubViewport's parallax nodes, but use a layer of 3.
  165. How does this work? If a canvas item has a :ref:`visibility_layer<class_canvasitem_property_visibility_layer>` that
  166. doesn't match the SubViewport's :ref:`canvas_cull_mask<class_viewport_property_canvas_cull_mask>`, it will hide all
  167. children, even if they do. We use this to our advantage, letting the SubViewports cut off rendering of parallax nodes
  168. whose parent doesn't have a supported :ref:`visibility_layer<class_canvasitem_property_visibility_layer>`.
  169. Previewing in the editor
  170. ------------------------
  171. Prior to 4.3, the recommendation was to place every layer in their own
  172. :ref:`ParallaxBackground<class_parallaxbackground>`, enable the
  173. :ref:`follow_viewport_enabled<class_canvaslayer_property_follow_viewport_enabled>` property, and scale the individual
  174. layer. This method has always been tricky to get right, but is still achievable by using a
  175. :ref:`CanvasLayer<class_canvaslayer>` instead of a :ref:`ParallaxBackground<class_parallaxbackground>`.
  176. .. note::
  177. Another recommendation is `KoBeWi's "Parallax2D Preview" addon <https://github.com/KoBeWi/Godot-Parallax2D-Preview>`_.
  178. It provides a few different preview modes and is very handy!