simvx.core.nodes_2d.node2d¶
Node2D – 2D spatial node with position, rotation, and scale.
Module Contents¶
Classes¶
2D spatial node with position, rotation, and scale. |
API¶
- class simvx.core.nodes_2d.node2d.Node2D(position=None, rotation: float = 0.0, scale=None, **kwargs)[source]¶
Bases:
simvx.core.node.Node2D spatial node with position, rotation, and scale.
Extends
Nodewith a 2D transform (position, rotation, scale) and cached world-transform propagation. All spatial 2D nodes – sprites, cameras, collision shapes – inherit from this.Attributes: position: Local position as
Vec2(pixels). rotation: Local rotation in radians (float). scale: Local scale asVec2(default(1, 1)). z_index: Draw order relative to siblings (higher = on top). z_as_relative: WhenTrue(default),z_indexis added to the parent’s absolute z-index.Example::
player = Node2D(position=(100, 200), rotation=0.0, name="Player") player.position += Vec2(10, 0) print(player.world_position)
Initialization
- z_index¶
‘Property(…)’
- z_as_relative¶
‘Property(…)’
- render_layer¶
‘Property(…)’
- set_render_layer(index: int, enabled: bool = True) None[source]¶
Enable or disable a specific render layer (0-31).
- is_on_render_layer(index: int) bool[source]¶
Check if this node is on a specific render layer (0-31).
- property absolute_z_index: int¶
Compute absolute z-index walking up the tree (cached).
- property position: simvx.core.math.types.Vec2¶
- property rotation: float¶
Local rotation in radians.
- property rotation_degrees: float¶
Local rotation in degrees (convenience for editor display).
- property scale: simvx.core.math.types.Vec2¶
- property world_position: simvx.core.math.types.Vec2¶
- property world_rotation: float¶
World rotation in radians.
- property world_scale: simvx.core.math.types.Vec2¶
- property forward: simvx.core.math.types.Vec2¶
Unit vector pointing in the direction of rotation (up = -Y in screen coords).
- property right: simvx.core.math.types.Vec2¶
- transform_points(points: list[simvx.core.math.types.Vec2]) list[simvx.core.math.types.Vec2][source]¶
Transform local points by this node’s position and rotation.
- draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, colour=None)[source]¶
Draw a polygon transformed by this node’s position/rotation.
- strict_errors: ClassVar[bool]¶
True
- script_error_raised¶
‘Signal(…)’
- classmethod __init_subclass__(**kwargs)¶
- property name: str¶
- property process_mode: simvx.core.descriptors.ProcessMode¶
- 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(node_type: type, recursive: bool = True) simvx.core.node.Node | None¶
- property path: str¶
- add_to_group(group: str)¶
- remove_from_group(group: str)¶
- is_in_group(group: str) bool¶
- ready() None¶
- enter_tree() None¶
- exit_tree() None¶
- process(dt: float) None¶
- physics_process(dt: float) None¶
- draw(renderer) None¶
- input_event(event: simvx.core.events.InputEvent) None¶
- input(event: simvx.core.events.TreeInputEvent) None¶
- 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¶
- get_tree() simvx.core.scene_tree.SceneTree¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶