Table of Contents

Class ParallaxBackground

Namespace
Godot
Assembly
GodotSharp.dll

A ParallaxBackground uses one or more ParallaxLayer child nodes to create a parallax effect. Each ParallaxLayer can move at a different speed using MotionOffset. This creates an illusion of depth in a 2D game. If not used with a Camera2D, you must manually calculate the ScrollOffset.

Note: Each ParallaxBackground is drawn on one specific Viewport and cannot be shared between multiple Viewports, see CustomViewport. When using multiple Viewports, for example in a split-screen game, you need create an individual ParallaxBackground for each Viewport you want it to be drawn on.

public class ParallaxBackground : CanvasLayer, IDisposable
Inheritance
ParallaxBackground
Implements
Inherited Members

Constructors

ParallaxBackground()

public ParallaxBackground()

Properties

ScrollBaseOffset

The base position offset for all ParallaxLayer children.

public Vector2 ScrollBaseOffset { get; set; }

Property Value

Vector2

ScrollBaseScale

The base motion scale for all ParallaxLayer children.

public Vector2 ScrollBaseScale { get; set; }

Property Value

Vector2

ScrollIgnoreCameraZoom

If true, elements in ParallaxLayer child aren't affected by the zoom level of the camera.

public bool ScrollIgnoreCameraZoom { get; set; }

Property Value

bool

ScrollLimitBegin

Top-left limits for scrolling to begin. If the camera is outside of this limit, the background will stop scrolling. Must be lower than ScrollLimitEnd to work.

public Vector2 ScrollLimitBegin { get; set; }

Property Value

Vector2

ScrollLimitEnd

Bottom-right limits for scrolling to end. If the camera is outside of this limit, the background will stop scrolling. Must be higher than ScrollLimitBegin to work.

public Vector2 ScrollLimitEnd { get; set; }

Property Value

Vector2

ScrollOffset

The ParallaxBackground's scroll value. Calculated automatically when using a Camera2D, but can be used to manually manage scrolling when no camera is present.

public Vector2 ScrollOffset { get; set; }

Property Value

Vector2

Methods

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool