summaryrefslogtreecommitdiff
path: root/doc/classes/CharacterBody2D.xml
diff options
context:
space:
mode:
Diffstat (limited to 'doc/classes/CharacterBody2D.xml')
-rw-r--r--doc/classes/CharacterBody2D.xml36
1 files changed, 18 insertions, 18 deletions
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index 63d493248f..2f8e1a7bb8 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -17,9 +17,9 @@
<methods>
<method name="get_floor_angle" qualifiers="const">
<return type="float" />
- <argument index="0" name="up_direction" type="Vector2" default="Vector2(0, -1)" />
+ <param index="0" name="up_direction" type="Vector2" default="Vector2(0, -1)" />
<description>
- Returns the floor's collision angle at the last collision point according to [code]up_direction[/code], which is [code]Vector2.UP[/code] by default. This value is always positive and only valid after calling [method move_and_slide] and when [method is_on_floor] returns [code]true[/code].
+ Returns the floor's collision angle at the last collision point according to [param up_direction], which is [code]Vector2.UP[/code] by default. This value is always positive and only valid after calling [method move_and_slide] and when [method is_on_floor] returns [code]true[/code].
</description>
</method>
<method name="get_floor_normal" qualifiers="const">
@@ -60,7 +60,7 @@
</method>
<method name="get_slide_collision">
<return type="KinematicCollision2D" />
- <argument index="0" name="slide_idx" type="int" />
+ <param index="0" name="slide_idx" type="int" />
<description>
Returns a [KinematicCollision2D], which contains information about a collision that occurred during the last call to [method move_and_slide]. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_collision_count] - 1).
[b]Example usage:[/b]
@@ -131,7 +131,7 @@
<method name="move_and_slide">
<return type="bool" />
<description>
- Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidDynamicBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
+ Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
Modifies [member velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for detailed information about collisions that occurred, use [method get_slide_collision].
When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
The general behavior and available properties change according to the [member motion_mode].
@@ -140,12 +140,6 @@
</method>
</methods>
<members>
- <member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.08">
- Extra margin used for collision recovery when calling [method move_and_slide].
- If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
- A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
- A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of character bodies.
- </member>
<member name="floor_block_on_wall" type="bool" setter="set_floor_block_on_wall_enabled" getter="is_floor_block_on_wall_enabled" default="true">
If [code]true[/code], the body will be able to move on the floor only. This option avoids to be able to walk on walls, it will however allow to slide down along them.
</member>
@@ -170,15 +164,21 @@
<member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody2D.MotionMode" default="0">
Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes.
</member>
- <member name="moving_platform_apply_velocity_on_leave" type="int" setter="set_moving_platform_apply_velocity_on_leave" getter="get_moving_platform_apply_velocity_on_leave" enum="CharacterBody2D.MovingPlatformApplyVelocityOnLeave" default="0">
- Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior.
- </member>
- <member name="moving_platform_floor_layers" type="int" setter="set_moving_platform_floor_layers" getter="get_moving_platform_floor_layers" default="4294967295">
+ <member name="platform_floor_layers" type="int" setter="set_platform_floor_layers" getter="get_platform_floor_layers" default="4294967295">
Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all floor bodies are detected and propagate their velocity.
</member>
- <member name="moving_platform_wall_layers" type="int" setter="set_moving_platform_wall_layers" getter="get_moving_platform_wall_layers" default="0">
+ <member name="platform_on_leave" type="int" setter="set_platform_on_leave" getter="get_platform_on_leave" enum="CharacterBody2D.PlatformOnLeave" default="0">
+ Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum PlatformOnLeave] constants for available behavior.
+ </member>
+ <member name="platform_wall_layers" type="int" setter="set_platform_wall_layers" getter="get_platform_wall_layers" default="0">
Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all wall bodies are ignored.
</member>
+ <member name="safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.08">
+ Extra margin used for collision recovery when calling [method move_and_slide].
+ If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
+ A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
+ A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of character bodies.
+ </member>
<member name="slide_on_ceiling" type="bool" setter="set_slide_on_ceiling_enabled" getter="is_slide_on_ceiling_enabled" default="true">
If [code]true[/code], during a jump against the ceiling, the body will slide, if [code]false[/code] it will be stopped and will fall vertically.
</member>
@@ -199,13 +199,13 @@
<constant name="MOTION_MODE_FLOATING" value="1" enum="MotionMode">
Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for top-down games.
</constant>
- <constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave">
+ <constant name="PLATFORM_ON_LEAVE_ADD_VELOCITY" value="0" enum="PlatformOnLeave">
Add the last platform velocity to the [member velocity] when you leave a moving platform.
</constant>
- <constant name="PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY" value="1" enum="MovingPlatformApplyVelocityOnLeave">
+ <constant name="PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY" value="1" enum="PlatformOnLeave">
Add the last platform velocity to the [member velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
</constant>
- <constant name="PLATFORM_VEL_ON_LEAVE_NEVER" value="2" enum="MovingPlatformApplyVelocityOnLeave">
+ <constant name="PLATFORM_ON_LEAVE_DO_NOTHING" value="2" enum="PlatformOnLeave">
Do nothing when leaving a platform.
</constant>
</constants>