diff options
Diffstat (limited to 'doc/classes/Area2D.xml')
-rw-r--r-- | doc/classes/Area2D.xml | 30 |
1 files changed, 14 insertions, 16 deletions
diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml index b77a931201..2400efe0d3 100644 --- a/doc/classes/Area2D.xml +++ b/doc/classes/Area2D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="Area2D" inherits="CollisionObject2D" category="Core" version="3.1"> +<class name="Area2D" inherits="CollisionObject2D" category="Core" version="3.2"> <brief_description> 2D area for detection and 2D physics influence. </brief_description> @@ -8,8 +8,6 @@ </description> <tutorials> </tutorials> - <demos> - </demos> <methods> <method name="get_collision_layer_bit" qualifiers="const"> <return type="bool"> @@ -33,7 +31,7 @@ <return type="Array"> </return> <description> - Returns a list of intersecting [code]Area2D[/code]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. + Returns a list of intersecting [Area2D]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. </description> </method> <method name="get_overlapping_bodies" qualifiers="const"> @@ -49,7 +47,7 @@ <argument index="0" name="area" type="Node"> </argument> <description> - If [code]true[/code] the given area overlaps the Area2D. Note that the result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead. + If [code]true[/code], the given area overlaps the Area2D. Note that the result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead. </description> </method> <method name="overlaps_body" qualifiers="const"> @@ -58,7 +56,7 @@ <argument index="0" name="body" type="Node"> </argument> <description> - If [code]true[/code] the given body overlaps the Area2D. Note that the result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead. + If [code]true[/code], the given body overlaps the Area2D. Note that the result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead. </description> </method> <method name="set_collision_layer_bit"> @@ -92,10 +90,10 @@ The name of the area's audio bus. </member> <member name="audio_bus_override" type="bool" setter="set_audio_bus_override" getter="is_overriding_audio_bus"> - If [code]true[/code] the area's audio bus overrides the default audio bus. Default value: [code]false[/code]. + If [code]true[/code], the area's audio bus overrides the default audio bus. Default value: [code]false[/code]. </member> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer"> - 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 [code]collision_mask[/code]. + 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]. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask"> The physics layers this area scans to determine collision detection. @@ -107,25 +105,25 @@ The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance. </member> <member name="gravity_point" type="bool" setter="set_gravity_is_point" getter="is_gravity_a_point"> - If [code]true[/code] gravity is calculated from a point (set via [code]gravity_vec[/code]). Also see [code]space_override[/code]. Default value: [code]false[/code]. + If [code]true[/code], gravity is calculated from a point (set via [member gravity_vec]). Also see [member space_override]. Default value: [code]false[/code]. </member> <member name="gravity_vec" type="Vector2" setter="set_gravity_vector" getter="get_gravity_vector"> - The area's gravity vector (not normalized). If gravity is a point (see [method is_gravity_a_point]), this will be the point of attraction. + The area's gravity vector (not normalized). If gravity is a point (see [member gravity_point]), this will be the point of attraction. </member> <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp"> The rate at which objects stop moving in this area. Represents the linear velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping). </member> <member name="monitorable" type="bool" setter="set_monitorable" getter="is_monitorable"> - If [code]true[/code] other monitoring areas can detect this area. Default value: [code]true[/code]. + If [code]true[/code], other monitoring areas can detect this area. Default value: [code]true[/code]. </member> <member name="monitoring" type="bool" setter="set_monitoring" getter="is_monitoring"> - If [code]true[/code] the area detects bodies or areas entering and exiting it. Default value: [code]true[/code]. + If [code]true[/code], the area detects bodies or areas entering and exiting it. Default value: [code]true[/code]. </member> <member name="priority" type="float" setter="set_priority" getter="get_priority"> The area's priority. Higher priority areas are processed first. Default value: 0. </member> <member name="space_override" type="int" setter="set_space_override_mode" getter="get_space_override_mode" enum="Area2D.SpaceOverride"> - Override mode for gravity and damping calculations within this area. See the SPACE_OVERRIDE_* constants for values. + Override mode for gravity and damping calculations within this area. See [enum Area2D.SpaceOverride] for possible values. </member> </members> <signals> @@ -215,16 +213,16 @@ This area does not affect gravity/damping. </constant> <constant name="SPACE_OVERRIDE_COMBINE" value="1" enum="SpaceOverride"> - This area adds its gravity/damping values to whatever has been calculated so far (in [code]priority[/code] order). + This area adds its gravity/damping values to whatever has been calculated so far (in [member priority] order). </constant> <constant name="SPACE_OVERRIDE_COMBINE_REPLACE" value="2" enum="SpaceOverride"> - This area adds its gravity/damping values to whatever has been calculated so far (in [code]priority[/code] order), ignoring any lower priority areas. + This area adds its gravity/damping values to whatever has been calculated so far (in [member priority] order), ignoring any lower priority areas. </constant> <constant name="SPACE_OVERRIDE_REPLACE" value="3" enum="SpaceOverride"> This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas. </constant> <constant name="SPACE_OVERRIDE_REPLACE_COMBINE" value="4" enum="SpaceOverride"> - This area replaces any gravity/damping calculated so far (in [code]priority[/code] order), but keeps calculating the rest of the areas. + This area replaces any gravity/damping calculated so far (in [member priority] order), but keeps calculating the rest of the areas. </constant> </constants> </class> |