diff options
author | Chris Bradfield <chris@kidscancode.org> | 2017-10-01 21:13:36 -0700 |
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committer | Chris Bradfield <chris@kidscancode.org> | 2017-10-02 09:36:09 -0700 |
commit | ee1afc8bcae2842ee50880d5150d56106d7099ca (patch) | |
tree | 8c758fe747ab5ccc9fdf9ac5c6809f1581f87d1b /doc/classes | |
parent | c864b782c05f5e2833afd69a4c0dfc6fbcfc4b26 (diff) |
[DOCS] Update Polygon2D and CollisionPolygon2D
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/CollisionPolygon2D.xml | 14 | ||||
-rw-r--r-- | doc/classes/Polygon2D.xml | 16 |
2 files changed, 22 insertions, 8 deletions
diff --git a/doc/classes/CollisionPolygon2D.xml b/doc/classes/CollisionPolygon2D.xml index d3dee1e9bb..7f30e8e83e 100644 --- a/doc/classes/CollisionPolygon2D.xml +++ b/doc/classes/CollisionPolygon2D.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CollisionPolygon2D" inherits="Node2D" category="Core" version="3.0.alpha.custom_build"> <brief_description> - Editor-only class for defining a collision polygon in 2D space. + Defines a 2D collision polygon. </brief_description> <description> - Allows editing a collision polygon's vertices. This class is only available in the editor. It will not appear in the scene tree at runtime. Creates a [Shape2D] for gameplay. Properties modified during gameplay will have no effect. + Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygon can be drawn in the editor or specified by a list of vertices. </description> <tutorials> </tutorials> @@ -75,22 +75,24 @@ </methods> <members> <member name="build_mode" type="int" setter="set_build_mode" getter="get_build_mode" enum="CollisionPolygon2D.BuildMode"> - If BUILD_SOLIDS, the polygon and the area within it will have collision. If BUILD_SEGMENTS, only the edges of the polygon will have collision. + Collision build mode. Use one of the [code]BUILD_*[/code] constants. Default value: [code]BUILD_SOLIDS[/code]. </member> <member name="disabled" type="bool" setter="set_disabled" getter="is_disabled"> - If true, no collision will be produced. + If [code]true[/code] no collisions will be detected. </member> <member name="one_way_collision" type="bool" setter="set_one_way_collision" getter="is_one_way_collision_enabled"> - If true, only edges that face up, relative to CollisionPolygon2D's rotation, will collide with other objects. + If [code]true[/code] only edges that face up, relative to CollisionPolygon2D's rotation, will collide with other objects. </member> <member name="polygon" type="PoolVector2Array" setter="set_polygon" getter="get_polygon"> - Array of vertices which define the polygon. + The polygon's list of vertices. The final point will be connected to the first. </member> </members> <constants> <constant name="BUILD_SOLIDS" value="0"> + Collisions will include the polygon and its contained area. </constant> <constant name="BUILD_SEGMENTS" value="1"> + Collisions will only include the polygon edges. </constant> </constants> </class> diff --git a/doc/classes/Polygon2D.xml b/doc/classes/Polygon2D.xml index 05869c514e..23cb9bd91b 100644 --- a/doc/classes/Polygon2D.xml +++ b/doc/classes/Polygon2D.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Polygon2D" inherits="Node2D" category="Core" version="3.0.alpha.custom_build"> <brief_description> - 2D polygon representation + A 2D polygon. </brief_description> <description> - A Polygon2D is defined by a set of n vertices connected together by line segments, meaning that the vertex 1 will be connected with vertex 2, vertex 2 with vertex 3 ..., vertex n-1 with vertex n and vertex n with vertex 1 in order to close the loop and define a polygon. + A Polygon2D is defined by a set of points. Each point is connected to the next, with the final point being connected to the first, resulting in a closed polygon. Polygon2Ds can be filled with color (solid or gradient) or filled with a given texture. </description> <tutorials> </tutorials> @@ -204,28 +204,40 @@ </methods> <members> <member name="antialiased" type="bool" setter="set_antialiased" getter="get_antialiased"> + If [code]true[/code] polygon edges will be anti-aliased. Default value: [code]false[/code]. </member> <member name="color" type="Color" setter="set_color" getter="get_color"> + The polygon's fill color. If [code]texture[/code] is defined, it will be multiplied by this color. It will also be the default color for vertices not set in [code]vertex_colors[/code]. </member> <member name="invert_border" type="float" setter="set_invert_border" getter="get_invert_border"> + Added padding applied to the bounding box when using [code]invert[/code]. Setting this value too small may result in a "Bad Polygon" error. Default value: [code]100[/code]. </member> <member name="invert_enable" type="bool" setter="set_invert" getter="get_invert"> + If [code]true[/code] polygon will be inverted, containing the area outside the defined points and extending to the [code]invert_border[/code]. Default value: [code]false[/code]. </member> <member name="offset" type="Vector2" setter="set_offset" getter="get_offset"> + The offset applied to each vertex. </member> <member name="polygon" type="PoolVector2Array" setter="set_polygon" getter="get_polygon"> + The polygon's list of vertices. The final point will be connected to the first. </member> <member name="texture" type="Texture" setter="set_texture" getter="get_texture"> + The polygon's fill texture. Use [code]uv[/code] to set texture coordinates. </member> <member name="texture_offset" type="Vector2" setter="set_texture_offset" getter="get_texture_offset"> + Amount to offset the polygon's [code]texture[/code]. If [code](0, 0)[/code] the texture's origin (its top-left corner) will be placed at the polygon's [code]position[/code]. </member> <member name="texture_rotation" type="float" setter="_set_texture_rotationd" getter="_get_texture_rotationd"> + The texture's rotation in degrees. </member> <member name="texture_scale" type="Vector2" setter="set_texture_scale" getter="get_texture_scale"> + Amount to multiply the [code]uv[/code] coordinates when using a [code]texture[/code]. Larger values make the texture smaller, and vice versa. </member> <member name="uv" type="PoolVector2Array" setter="set_uv" getter="get_uv"> + Texture coordinates for each vertex of the polygon. There should be one [code]uv[/code] per polygon vertex. If there are fewer, undefined vertices will use [code](0, 0)[/code]. </member> <member name="vertex_colors" type="PoolColorArray" setter="set_vertex_colors" getter="get_vertex_colors"> + Color for each vertex. Colors are interpolated between vertices, resulting in smooth gradients. There should be one per polygon vertex. If there are fewer, undefined vertices will use [code]color[/code]. </member> </members> <constants> |