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455 lines
19 KiB
ReStructuredText
455 lines
19 KiB
ReStructuredText
:github_url: hide
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.. _class_Light2D:
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Light2D
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=======
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**Hereda:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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**Heredado por:** :ref:`DirectionalLight2D<class_DirectionalLight2D>`, :ref:`PointLight2D<class_PointLight2D>`
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Emite luz en un entorno 2D.
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.. rst-class:: classref-introduction-group
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Descripción
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----------------------
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Emite luz en un entorno 2D. Una luz se define por un color, un valor de energía, un modo (ver constantes) y varios otros parámetros (rango y relacionados con las sombras).
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.. rst-class:: classref-introduction-group
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Tutoriales
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--------------------
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- :doc:`2D lights and shadows <../tutorials/2d/2d_lights_and_shadows>`
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.. rst-class:: classref-reftable-group
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Propiedades
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----------------------
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.. table::
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:widths: auto
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`BlendMode<enum_Light2D_BlendMode>` | :ref:`blend_mode<class_Light2D_property_blend_mode>` | ``0`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`Color<class_Color>` | :ref:`color<class_Light2D_property_color>` | ``Color(1, 1, 1, 1)`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`bool<class_bool>` | :ref:`editor_only<class_Light2D_property_editor_only>` | ``false`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`bool<class_bool>` | :ref:`enabled<class_Light2D_property_enabled>` | ``true`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`float<class_float>` | :ref:`energy<class_Light2D_property_energy>` | ``1.0`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`int<class_int>` | :ref:`range_item_cull_mask<class_Light2D_property_range_item_cull_mask>` | ``1`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`int<class_int>` | :ref:`range_layer_max<class_Light2D_property_range_layer_max>` | ``0`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`int<class_int>` | :ref:`range_layer_min<class_Light2D_property_range_layer_min>` | ``0`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`int<class_int>` | :ref:`range_z_max<class_Light2D_property_range_z_max>` | ``1024`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`int<class_int>` | :ref:`range_z_min<class_Light2D_property_range_z_min>` | ``-1024`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`Color<class_Color>` | :ref:`shadow_color<class_Light2D_property_shadow_color>` | ``Color(0, 0, 0, 0)`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`bool<class_bool>` | :ref:`shadow_enabled<class_Light2D_property_shadow_enabled>` | ``false`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` | :ref:`shadow_filter<class_Light2D_property_shadow_filter>` | ``0`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`float<class_float>` | :ref:`shadow_filter_smooth<class_Light2D_property_shadow_filter_smooth>` | ``0.0`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`int<class_int>` | :ref:`shadow_item_cull_mask<class_Light2D_property_shadow_item_cull_mask>` | ``1`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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.. rst-class:: classref-reftable-group
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Métodos
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--------------
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.. table::
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:widths: auto
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+---------------------------+----------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_height<class_Light2D_method_get_height>`\ (\ ) |const| |
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+---------------------------+----------------------------------------------------------------------------------------------+
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| |void| | :ref:`set_height<class_Light2D_method_set_height>`\ (\ height\: :ref:`float<class_float>`\ ) |
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+---------------------------+----------------------------------------------------------------------------------------------+
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Enumeraciones
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--------------------------
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.. _enum_Light2D_ShadowFilter:
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.. rst-class:: classref-enumeration
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enum **ShadowFilter**: :ref:`🔗<enum_Light2D_ShadowFilter>`
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.. _class_Light2D_constant_SHADOW_FILTER_NONE:
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.. rst-class:: classref-enumeration-constant
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:ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **SHADOW_FILTER_NONE** = ``0``
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No se aplica ningún filtro al mapa de sombras. Esto proporciona bordes de sombra duros y es lo más rápido de renderizar. Véase :ref:`shadow_filter<class_Light2D_property_shadow_filter>`.
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.. _class_Light2D_constant_SHADOW_FILTER_PCF5:
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.. rst-class:: classref-enumeration-constant
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:ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **SHADOW_FILTER_PCF5** = ``1``
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El filtrado de porcentaje más cercano (5 muestras) se aplica al mapa de sombras. Esto es más lento en comparación con el renderizado de sombras duras. Véase :ref:`shadow_filter<class_Light2D_property_shadow_filter>`.
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.. _class_Light2D_constant_SHADOW_FILTER_PCF13:
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.. rst-class:: classref-enumeration-constant
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:ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **SHADOW_FILTER_PCF13** = ``2``
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El filtrado de porcentaje más cercano (13 muestras) se aplica al mapa de sombras. Este es el modo de filtrado de sombras más lento y debe usarse con moderación. Véase :ref:`shadow_filter<class_Light2D_property_shadow_filter>`.
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.. rst-class:: classref-item-separator
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----
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.. _enum_Light2D_BlendMode:
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.. rst-class:: classref-enumeration
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enum **BlendMode**: :ref:`🔗<enum_Light2D_BlendMode>`
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.. _class_Light2D_constant_BLEND_MODE_ADD:
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.. rst-class:: classref-enumeration-constant
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:ref:`BlendMode<enum_Light2D_BlendMode>` **BLEND_MODE_ADD** = ``0``
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Añade el valor de los píxeles correspondientes a Light2D a los valores de los píxeles que están debajo de él. Este es el comportamiento común de una luz.
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.. _class_Light2D_constant_BLEND_MODE_SUB:
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.. rst-class:: classref-enumeration-constant
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:ref:`BlendMode<enum_Light2D_BlendMode>` **BLEND_MODE_SUB** = ``1``
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Resta el valor de los píxeles correspondientes a Light2D a los valores de los píxeles que están debajo de él, lo que resulta en un efecto de luz invertida.
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.. _class_Light2D_constant_BLEND_MODE_MIX:
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.. rst-class:: classref-enumeration-constant
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:ref:`BlendMode<enum_Light2D_BlendMode>` **BLEND_MODE_MIX** = ``2``
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Mezcla el valor de los píxeles correspondientes a Light2D con los valores de los píxeles que están debajo de él por interpolación lineal.
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Descripciones de Propiedades
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--------------------------------------------------------
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.. _class_Light2D_property_blend_mode:
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.. rst-class:: classref-property
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:ref:`BlendMode<enum_Light2D_BlendMode>` **blend_mode** = ``0`` :ref:`🔗<class_Light2D_property_blend_mode>`
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.. rst-class:: classref-property-setget
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- |void| **set_blend_mode**\ (\ value\: :ref:`BlendMode<enum_Light2D_BlendMode>`\ )
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- :ref:`BlendMode<enum_Light2D_BlendMode>` **get_blend_mode**\ (\ )
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El modo de fusión de Light2D.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_color:
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.. rst-class:: classref-property
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:ref:`Color<class_Color>` **color** = ``Color(1, 1, 1, 1)`` :ref:`🔗<class_Light2D_property_color>`
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.. rst-class:: classref-property-setget
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- |void| **set_color**\ (\ value\: :ref:`Color<class_Color>`\ )
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- :ref:`Color<class_Color>` **get_color**\ (\ )
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El :ref:`Color<class_Color>` de la Light2D.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_editor_only:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **editor_only** = ``false`` :ref:`🔗<class_Light2D_property_editor_only>`
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.. rst-class:: classref-property-setget
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- |void| **set_editor_only**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **is_editor_only**\ (\ )
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Si es ``true``, Light2D sólo aparecerá cuando se edite la escena.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_enabled:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **enabled** = ``true`` :ref:`🔗<class_Light2D_property_enabled>`
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.. rst-class:: classref-property-setget
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- |void| **set_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **is_enabled**\ (\ )
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Si es ``true``, Light2D emitirá luz.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_energy:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **energy** = ``1.0`` :ref:`🔗<class_Light2D_property_energy>`
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.. rst-class:: classref-property-setget
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- |void| **set_energy**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_energy**\ (\ )
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El valor energético de Light2D. Cuanto mayor sea el valor, más fuerte es la luz.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_range_item_cull_mask:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **range_item_cull_mask** = ``1`` :ref:`🔗<class_Light2D_property_range_item_cull_mask>`
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.. rst-class:: classref-property-setget
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- |void| **set_item_cull_mask**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_item_cull_mask**\ (\ )
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La máscara de capa. Solo los objetos con una :ref:`CanvasItem.light_mask<class_CanvasItem_property_light_mask>` coincidente se verán afectados por la Light2D. Véase también :ref:`shadow_item_cull_mask<class_Light2D_property_shadow_item_cull_mask>`, que afecta a qué objetos pueden proyectar sombras.
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\ **Nota:** :ref:`range_item_cull_mask<class_Light2D_property_range_item_cull_mask>` es ignorado por :ref:`DirectionalLight2D<class_DirectionalLight2D>`, que siempre iluminará un nodo 2D independientemente de la :ref:`CanvasItem.light_mask<class_CanvasItem_property_light_mask>` del nodo 2D.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_range_layer_max:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **range_layer_max** = ``0`` :ref:`🔗<class_Light2D_property_range_layer_max>`
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.. rst-class:: classref-property-setget
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- |void| **set_layer_range_max**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_layer_range_max**\ (\ )
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Valor máximo de la capa de los objetos afectados por Light2D.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_range_layer_min:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **range_layer_min** = ``0`` :ref:`🔗<class_Light2D_property_range_layer_min>`
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.. rst-class:: classref-property-setget
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- |void| **set_layer_range_min**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_layer_range_min**\ (\ )
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Valor mínimo de la capa de los objetos afectados por Light2D.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_range_z_max:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **range_z_max** = ``1024`` :ref:`🔗<class_Light2D_property_range_z_max>`
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.. rst-class:: classref-property-setget
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- |void| **set_z_range_max**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_z_range_max**\ (\ )
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Valor máximo de ``z`` de los objetos afectados por Light2D.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_range_z_min:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **range_z_min** = ``-1024`` :ref:`🔗<class_Light2D_property_range_z_min>`
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.. rst-class:: classref-property-setget
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- |void| **set_z_range_min**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_z_range_min**\ (\ )
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Valor mínimo de ``z`` de los objetos afectados por Light2D.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_shadow_color:
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.. rst-class:: classref-property
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:ref:`Color<class_Color>` **shadow_color** = ``Color(0, 0, 0, 0)`` :ref:`🔗<class_Light2D_property_shadow_color>`
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.. rst-class:: classref-property-setget
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- |void| **set_shadow_color**\ (\ value\: :ref:`Color<class_Color>`\ )
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- :ref:`Color<class_Color>` **get_shadow_color**\ (\ )
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:ref:`Color<class_Color>` de las sombras proyectadas por el Light2D.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_shadow_enabled:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **shadow_enabled** = ``false`` :ref:`🔗<class_Light2D_property_shadow_enabled>`
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.. rst-class:: classref-property-setget
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- |void| **set_shadow_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **is_shadow_enabled**\ (\ )
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Si es ``true``, Light2D proyectará sombras.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_shadow_filter:
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.. rst-class:: classref-property
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:ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **shadow_filter** = ``0`` :ref:`🔗<class_Light2D_property_shadow_filter>`
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.. rst-class:: classref-property-setget
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- |void| **set_shadow_filter**\ (\ value\: :ref:`ShadowFilter<enum_Light2D_ShadowFilter>`\ )
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- :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **get_shadow_filter**\ (\ )
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Tipo de filtro de sombra.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_shadow_filter_smooth:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **shadow_filter_smooth** = ``0.0`` :ref:`🔗<class_Light2D_property_shadow_filter_smooth>`
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.. rst-class:: classref-property-setget
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- |void| **set_shadow_smooth**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_shadow_smooth**\ (\ )
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Valor de suavizado para las sombras. Los valores más altos resultarán en sombras más suaves, a costa de rayas visibles que pueden aparecer en el renderizado de sombras. :ref:`shadow_filter_smooth<class_Light2D_property_shadow_filter_smooth>` solo tiene un efecto si :ref:`shadow_filter<class_Light2D_property_shadow_filter>` es :ref:`SHADOW_FILTER_PCF5<class_Light2D_constant_SHADOW_FILTER_PCF5>` o :ref:`SHADOW_FILTER_PCF13<class_Light2D_constant_SHADOW_FILTER_PCF13>`.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_shadow_item_cull_mask:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **shadow_item_cull_mask** = ``1`` :ref:`🔗<class_Light2D_property_shadow_item_cull_mask>`
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.. rst-class:: classref-property-setget
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- |void| **set_item_shadow_cull_mask**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_item_shadow_cull_mask**\ (\ )
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La máscara de sombra. Se usa con :ref:`LightOccluder2D<class_LightOccluder2D>` para proyectar sombras. Solo los oclusores con una :ref:`CanvasItem.light_mask<class_CanvasItem_property_light_mask>` coincidente proyectarán sombras. Véase también :ref:`range_item_cull_mask<class_Light2D_property_range_item_cull_mask>`, que afecta a qué objetos pueden *recibir* la luz.
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Descripciones de Métodos
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------------------------------------------------
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.. _class_Light2D_method_get_height:
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.. rst-class:: classref-method
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:ref:`float<class_float>` **get_height**\ (\ ) |const| :ref:`🔗<class_Light2D_method_get_height>`
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Devuelve la altura de la luz, que se utiliza en el mapeo normal 2D. Ver :ref:`PointLight2D.height<class_PointLight2D_property_height>` y :ref:`DirectionalLight2D.height<class_DirectionalLight2D_property_height>`.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_method_set_height:
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.. rst-class:: classref-method
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|void| **set_height**\ (\ height\: :ref:`float<class_float>`\ ) :ref:`🔗<class_Light2D_method_set_height>`
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Establece la altura de la luz, que se utiliza en el mapeo normal 2D. Ver :ref:`PointLight2D.height<class_PointLight2D_property_height>` y :ref:`DirectionalLight2D.height<class_DirectionalLight2D_property_height>`.
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.. |virtual| replace:: :abbr:`virtual (Normalmente, este método debería ser sobreescrito por el usuario para que tenga algún efecto.)`
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.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
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.. |const| replace:: :abbr:`const (Este método no tiene efectos secundarios. No modifica ninguna de las variables miembro de la instancia.)`
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.. |vararg| replace:: :abbr:`vararg (Este método permite agregar cualquier número de argumentos después de los descritos aquí.)`
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.. |constructor| replace:: :abbr:`constructor (Este método se utiliza para construir un tipo.)`
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.. |static| replace:: :abbr:`static (Este método no necesita una instancia para ser llamado, por lo que puede llamarse directamente utilizando el nombre de la clase.)`
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.. |operator| replace:: :abbr:`operator (Este método describe un operador válido para usar con este tipo como operando izquierdo.)`
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.. |bitfield| replace:: :abbr:`BitField (Este valor es un entero compuesto como una máscara de bits de las siguientes banderas.)`
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.. |void| replace:: :abbr:`void (Sin valor de retorno.)`
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