simvx.core.nodes_2d.camera¶
Camera2D – 2D camera with smoothing, zoom, bounds, and shake.
Module Contents¶
Classes¶
2D camera for scrolling games. |
API¶
- class simvx.core.nodes_2d.camera.Camera2D(**kwargs)[source]¶
Bases:
simvx.core.nodes_2d.node2d.Node2D2D camera for scrolling games.
Provides target following with smoothing, zoom, viewport bounds/limits, and screen shake effects. The active Camera2D’s offset is applied by the renderer to all 2D draw calls.
Initialization
- zoom¶
‘Property(…)’
- smoothing¶
‘Property(…)’
- limit_left¶
‘Property(…)’
- limit_right¶
‘Property(…)’
- limit_top¶
‘Property(…)’
- limit_bottom¶
‘Property(…)’
- cull_mask¶
‘Bitmask(…)’
- gizmo_colour¶
‘Colour(…)’
- set_cull_mask_layer(index: int, enabled: bool = True) None[source]¶
Enable or disable a specific cull mask layer (0-31).
- is_cull_mask_layer_enabled(index: int) bool[source]¶
Check if a specific cull mask layer is enabled (0-31).
- property current: simvx.core.math.types.Vec2[source]¶
Current smoothed camera position in world space.
Reads the post-smoothing, post-limit-clamp position the renderer uses to translate 2D draws. Assignment teleports the camera (skips smoothing for that frame): equivalent to :meth:
snap_towithout rebinding to the target’s world_position.
- on_exit_tree() None[source]¶
Clear the tree’s current-camera reference if it points at us.
Without this, destroying the active Camera2D leaves a stale reference on the tree: the renderer keeps following the freed camera each frame, panning over to whatever world_position arrives via stale
_current. Other Camera2D instances claim the slot back via their ownon_ready(); the only failure mode is “active camera was the last one in the scene”, which now correctly resets to None.
- snap_to(pos: simvx.core.math.types.Vec2 | None = None) None[source]¶
Skip smoothing this frame.
If
posis given, snap there. Ifposis None, snap to the current target’s world_position (or the camera’s own world_position if no target). Bounds limits and zoom are honoured; shake jitter continues uninterrupted.
- world_to_screen(world_pos: simvx.core.math.types.Vec2, screen_size: simvx.core.math.types.Vec2) simvx.core.math.types.Vec2[source]¶
Convert a world position to screen coordinates.
- screen_to_world(screen_pos: simvx.core.math.types.Vec2, screen_size: simvx.core.math.types.Vec2) simvx.core.math.types.Vec2[source]¶
Convert screen coordinates to world position.
- get_gizmo_lines() list[tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2]][source]¶
Return line segments for viewport bounds rectangle and crosshair at camera position.
- position¶
‘_SpatialVecProperty(…)’
- rotation¶
‘Property(…)’
- scale¶
‘_SpatialVecProperty(…)’
- z_index¶
‘Property(…)’
- z_as_relative¶
‘Property(…)’
- render_layer¶
‘Property(…)’
- set_render_layer(index: int, enabled: bool = True) None¶
- is_on_render_layer(index: int) bool¶
- property absolute_z_index: int¶
- property rotation_degrees: float¶
- property world_position: simvx.core.math.types.Vec2¶
- property world_rotation: float¶
- property world_scale: simvx.core.math.types.Vec2¶
- property world_transform: tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2, float]¶
- property forward: simvx.core.math.types.Vec2¶
- property right: simvx.core.math.types.Vec2¶
- translate(offset: tuple[float, float] | numpy.ndarray)¶
- rotate(radians: float)¶
- rotate_deg(degrees: float)¶
- look_at(target: tuple[float, float] | numpy.ndarray)¶
- transform_points(points: list[simvx.core.math.types.Vec2]) list[simvx.core.math.types.Vec2]¶
- draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, colour=None)¶
- wrap_screen(margin: float = 20)¶
- strict_errors: ClassVar[bool]¶
True
- script_error_raised¶
‘Signal(…)’
- classmethod __init_subclass__(**kwargs)¶
- property name: str¶
- property process_mode: simvx.core.descriptors.ProcessMode¶
- property visible: bool¶
- reset_error() None¶
- add_child(node: simvx.core.node.Node) simvx.core.node.Node¶
- remove_child(node: simvx.core.node.Node)¶
- reparent(new_parent: simvx.core.node.Node)¶
- get_node(path: str) simvx.core.node.Node¶
- find_child(name: str, recursive: bool = False) simvx.core.node.Node | None¶
- find(target: type | str, recursive: bool = True) simvx.core.node.Node | None¶
- walk(*, include_self: bool = True) collections.abc.Iterator[simvx.core.node.Node]¶
- property path: str¶
- add_to_group(group: str)¶
- remove_from_group(group: str)¶
- is_in_group(group: str) bool¶
- on_enter_tree() None¶
- on_physics_process(dt: float) None¶
- on_draw(renderer) None¶
- on_picked(event: simvx.core.events.InputEvent) None¶
- on_unhandled_input(event: simvx.core.events.TreeInputEvent) None¶
- start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle¶
- stop_coroutine(gen_or_handle)¶
- clear_children()¶
- destroy()¶
- property app¶
- property tree: simvx.core.scene_tree.SceneTree¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶