diff options
Diffstat (limited to 'doc/classes/KinematicBody2D.xml')
-rw-r--r-- | doc/classes/KinematicBody2D.xml | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml index c0eebcbd31..05a8129cc5 100644 --- a/doc/classes/KinematicBody2D.xml +++ b/doc/classes/KinematicBody2D.xml @@ -10,8 +10,6 @@ </description> <tutorials> </tutorials> - <demos> - </demos> <methods> <method name="get_floor_velocity" qualifiers="const"> <return type="Vector2"> @@ -97,10 +95,10 @@ 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 [KinematicBody2D] 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. - If [code]stop_on_slope[/code] is true, body will not slide on slopes when you include gravity in [code]linear_velocity[/code] and the body is standing still. + If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes when you include gravity in [code]linear_velocity[/code] and the body is standing still. 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. - If [code]infinite_inertia[/code] is true, body will be able to push [RigidBody2D] nodes, but it won't also detect any collisions with them. When false, it will interact with [RigidBody2D] nodes like with [StaticBody2D]. + If [code]infinite_inertia[/code] is [code]true[/code], body will be able to push [RigidBody2D] nodes, but it won't also detect any collisions with them. If [code]false[/code] it will interact with [RigidBody2D] nodes like with [StaticBody2D]. Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a slide collision occurred. To get detailed information about collisions that occurred, use [method get_slide_collision]. </description> </method> |