diff options
Diffstat (limited to 'doc/classes/KinematicBody2D.xml')
-rw-r--r-- | doc/classes/KinematicBody2D.xml | 20 |
1 files changed, 14 insertions, 6 deletions
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml index 99a83765eb..6b2bbeb895 100644 --- a/doc/classes/KinematicBody2D.xml +++ b/doc/classes/KinematicBody2D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="KinematicBody2D" inherits="PhysicsBody2D" category="Core" version="3.2"> +<class name="KinematicBody2D" inherits="PhysicsBody2D" version="4.0"> <brief_description> Kinematic body 2D node. </brief_description> @@ -13,11 +13,18 @@ <link>https://docs.godotengine.org/en/latest/tutorials/physics/using_kinematic_body_2d.html</link> </tutorials> <methods> + <method name="get_floor_normal" qualifiers="const"> + <return type="Vector2"> + </return> + <description> + Returns the surface normal of the floor at the last collision point. Only valid after calling [method move_and_slide] or [method move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/code]. + </description> + </method> <method name="get_floor_velocity" qualifiers="const"> <return type="Vector2"> </return> <description> - Returns the velocity of the floor. Only updates when calling [method move_and_slide]. + Returns the linear velocity of the floor at the last collision point. Only valid after calling [method move_and_slide] or [method move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/code]. </description> </method> <method name="get_slide_collision"> @@ -84,7 +91,7 @@ </return> <argument index="0" name="linear_velocity" type="Vector2"> </argument> - <argument index="1" name="floor_normal" type="Vector2" default="Vector2( 0, 0 )"> + <argument index="1" name="up_direction" type="Vector2" default="Vector2( 0, 0 )"> </argument> <argument index="2" name="stop_on_slope" type="bool" default="false"> </argument> @@ -96,8 +103,9 @@ </argument> <description> 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. + This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. + [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]up_direction[/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 [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. @@ -112,7 +120,7 @@ </argument> <argument index="1" name="snap" type="Vector2"> </argument> - <argument index="2" name="floor_normal" type="Vector2" default="Vector2( 0, 0 )"> + <argument index="2" name="up_direction" type="Vector2" default="Vector2( 0, 0 )"> </argument> <argument index="3" name="stop_on_slope" type="bool" default="false"> </argument> |