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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-04-20 21:07:32 +0200 |
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committer | GitHub <noreply@github.com> | 2021-04-20 21:07:32 +0200 |
commit | b06116d62ff514a6b03247660ddcccff78ccd0e3 (patch) | |
tree | cc9b6936918727a2edb95d878f0d537b419b9755 /doc/classes/Area2D.xml | |
parent | c395b9c4ac5f1c279a0e8ee471e7d26cd48a0adb (diff) | |
parent | 071871b787684d03fd924f69603107860c8bdb99 (diff) |
Merge pull request #42770 from madmiraal/fix-26680
Move collision layer and mask into CollisionObject.
Diffstat (limited to 'doc/classes/Area2D.xml')
-rw-r--r-- | doc/classes/Area2D.xml | 46 |
1 files changed, 0 insertions, 46 deletions
diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml index ed11d26271..a1e522d146 100644 --- a/doc/classes/Area2D.xml +++ b/doc/classes/Area2D.xml @@ -13,24 +13,6 @@ <link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link> </tutorials> <methods> - <method name="get_collision_layer_bit" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <description> - Returns an individual bit on the layer mask. Describes whether other areas will collide with this one on the given layer. - </description> - </method> - <method name="get_collision_mask_bit" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <description> - Returns an individual bit on the collision mask. Describes whether this area will collide with others on the given layer. - </description> - </method> <method name="get_overlapping_areas" qualifiers="const"> <return type="Area2D[]"> </return> @@ -66,28 +48,6 @@ The [code]body[/code] argument can either be a [PhysicsBody2D] or a [TileMap] instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). </description> </method> - <method name="set_collision_layer_bit"> - <return type="void"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <argument index="1" name="value" type="bool"> - </argument> - <description> - Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier. - </description> - </method> - <method name="set_collision_mask_bit"> - <return type="void"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <argument index="1" name="value" type="bool"> - </argument> - <description> - Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier. - </description> - </method> </methods> <members> <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="1.0"> @@ -100,12 +60,6 @@ <member name="audio_bus_override" type="bool" setter="set_audio_bus_override" getter="is_overriding_audio_bus" default="false"> If [code]true[/code], the area's audio bus overrides the default audio bus. </member> - <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> - The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. - </member> - <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. - </member> <member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="98.0"> The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction. </member> |