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authorRémi Verschelde <rverschelde@gmail.com>2019-03-05 16:58:24 +0100
committerGitHub <noreply@github.com>2019-03-05 16:58:24 +0100
commit9ea67d5718585415e32a81032f67ce12fa5c6dbd (patch)
tree8c0d8d5cbd29fd4295cc4346dc509b74bc69e3e6 /doc/classes/KinematicBody2D.xml
parentebb5b84a8f2649bb4533ec33a6c80ace12c64539 (diff)
parent1b4228cb482a9d7c10b80a0d4331f6132ac40890 (diff)
Merge pull request #26636 from YeldhamDev/doc_todo_changes
Remove "TODO" instances in the docs
Diffstat (limited to 'doc/classes/KinematicBody2D.xml')
-rw-r--r--doc/classes/KinematicBody2D.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml
index f1aac2c765..d5bfc91f66 100644
--- a/doc/classes/KinematicBody2D.xml
+++ b/doc/classes/KinematicBody2D.xml
@@ -91,7 +91,7 @@
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [code]KinematicBody2D[/code] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
[code]linear_velocity[/code] is the velocity vector in pixels per second. Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
- [i]TODO: Update for stop_on_slope argument.[/i] If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
+ If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a slide collision occurred. To get more detailed information about collisions that occurred, use [method get_slide_collision].