/** * A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create a parallax effect. Each [ParallaxLayer] can move at a different speed using [member ParallaxLayer.motion_offset]. This creates an illusion of depth in a 2D game. If not used with a [Camera2D], you must manually calculate the [member scroll_offset]. * */ declare class ParallaxBackground extends CanvasLayer { /** * A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create a parallax effect. Each [ParallaxLayer] can move at a different speed using [member ParallaxLayer.motion_offset]. This creates an illusion of depth in a 2D game. If not used with a [Camera2D], you must manually calculate the [member scroll_offset]. * */ new(): ParallaxBackground; static "new"(): ParallaxBackground /** The base position offset for all [ParallaxLayer] children. */ scroll_base_offset: Vector2; /** The base motion scale for all [ParallaxLayer] children. */ scroll_base_scale: Vector2; /** If [code]true[/code], elements in [ParallaxLayer] child aren't affected by the zoom level of the camera. */ scroll_ignore_camera_zoom: boolean; /** Top-left limits for scrolling to begin. If the camera is outside of this limit, the background will stop scrolling. Must be lower than [member scroll_limit_end] to work. */ scroll_limit_begin: Vector2; /** Bottom-right limits for scrolling to end. If the camera is outside of this limit, the background will stop scrolling. Must be higher than [member scroll_limit_begin] to work. */ scroll_limit_end: Vector2; /** The ParallaxBackground's scroll value. Calculated automatically when using a [Camera2D], but can be used to manually manage scrolling when no camera is present. */ scroll_offset: Vector2; connect>(signal: T, method: SignalFunction): number; }