What this component contains
ATTRIBUTION.mdLICENSEREADME.mdbaltor_test.gdcomponent.jsonexample.tscninspect_gdscript.pyrun_tests.gdtest_package.pytests/test_trauma_screen_shake_2d.gdtrauma_screen_shake_2d.gdverification/native.json
How it works
- Class
- BaltorTraumaShake2D, extends Node
- Methods
- add_trauma(amount: float) -> void; set_trauma(value: float) -> void; get_trauma() -> float; get_shake() -> float; offset_at(time: float) -> Vector2; roll_at(time: float) -> float; get_target_camera() -> Camera2D; advance(delta: float) -> void
- Signals
- shake_started, shake_finished
- Exports
- target_path, max_offset, max_roll_degrees, decay_per_second, exponent, frequency, noise_seed
- Placement
- res://baltor/godot_components/trauma_screen_shake_2d/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
godot_parse_check_onlygodot_gdscript_testsgodot_tests_reject_gutted_componentgodot_editor_importgodot_contract_reflectiongodot_example_scenegodot_readme_usage_compiles
Limits to consider
2D cameras only; it writes Camera2D.offset and rotation, so another script writing them at the same time fights it. Noise values are clamped to -1..1; FastNoiseLite simplex output rarely reaches the ends, so the full offset is seldom reached. The motion repeats for a seed on this engine build; the noise library may differ between engine versions. Verified with Godot 4.7.2 headless; written against the Godot 4.3 API.