Fix mixup between translated and translated_local

This commit is contained in:
A Thousand Ships
2024-05-27 21:43:52 +02:00
parent 1c485f93d4
commit afb22f1bb7

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@@ -222,11 +222,12 @@ to set its ``origin`` vector to (1, 2):
.. image:: img/matrices_and_transforms/translate.png
There is also a ``translated()`` method, which performs a different
operation to adding or changing ``origin`` directly. The ``translated()``
There is also a ``translated_local()`` method, which performs a different
operation to adding or changing ``origin`` directly. The ``translated_local()``
method will translate the object *relative to its own rotation*.
For example, an object rotated 90 degrees clockwise will move to
the right when ``translated()`` with ``Vector2.UP``.
the right when ``translated_local()`` with ``Vector2.UP``. To translate
*relative to the global/parent frame* use ``translated()`` instead.
.. note:: Godot's 2D uses coordinates based on pixels, so in actual
projects you will want to translate by hundreds of units.