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-rw-r--r--doc/classes/KinematicBody2D.xml6
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>