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-rw-r--r--doc/classes/Area2D.xml8
1 files changed, 5 insertions, 3 deletions
diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml
index c287f2b6f5..950166a0e2 100644
--- a/doc/classes/Area2D.xml
+++ b/doc/classes/Area2D.xml
@@ -47,7 +47,8 @@
<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.
+ [b]Note:[/b] 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">
@@ -56,7 +57,8 @@
<argument index="0" name="body" type="Node">
</argument>
<description>
- If [code]true[/code], the given physics 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 physics body overlaps the Area2D.
+ [b]Note:[/b] 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.
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>
@@ -106,7 +108,7 @@
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 [member gravity_vec]). Also see [member space_override]. Default value: [code]false[/code].
+ If [code]true[/code], gravity is calculated from a point (set via [member gravity_vec]). See also [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 [member gravity_point]), this will be the point of attraction.