Bone2D

    A joint used with Skeleton2D to control and animate other nodes.

    Bone2D.swift:18
    class Bone2D

    A hierarchy of Bone2Ds can be bound to a Skeleton2D to control and animate other Node2D nodes.

    You can use Bone2D and Skeleton2D nodes to animate 2D meshes created with the Polygon2D UV editor.

    Each bone has a rest transform that you can reset to with applyRest. These rest poses are relative to the bone’s parent.

    If in the editor, you can set the rest pose of an entire skeleton using a menu option, from the code, you need to iterate over the bones to set their individual rest poses.

    Superclasses

    • class Node2D

      A 2D game object, inherited by all 2D-related nodes. Has a position, rotation, scale, and Z index.

    Citizens in SwiftGodot

    Conformances

    • protocol CustomStringConvertible

      A type with a customized textual representation.

    • protocol Equatable

      A type that can be compared for value equality.

    • protocol Hashable

      A type that can be hashed into a Hasher to produce an integer hash value.

    • protocol Identifiable<ID>

      A class of types whose instances hold the value of an entity with stable identity.

    • protocol VariantRepresentable

      Types that conform to VariantRepresentable can be stored directly in Variant with no conversion. These include all of the Variant types from Godot (for example GString, Rect, Plane), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.

    • protocol VariantStorable

      Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.

    Type members

    Instance members