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-rw-r--r--doc/classes/PhysicsBody2D.xml10
1 files changed, 6 insertions, 4 deletions
diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml
index ee28500838..e108ab6298 100644
--- a/doc/classes/PhysicsBody2D.xml
+++ b/doc/classes/PhysicsBody2D.xml
@@ -25,11 +25,12 @@
</method>
<method name="move_and_collide">
<return type="KinematicCollision2D" />
- <argument index="0" name="rel_vec" type="Vector2" />
+ <argument index="0" name="linear_velocity" type="Vector2" />
<argument index="1" name="test_only" type="bool" default="false" />
<argument index="2" name="safe_margin" type="float" default="0.08" />
<description>
- Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision.
+ Moves the body along the vector [code]linear_velocity[/code]. 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.
+ The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision.
If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given.
[code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details).
</description>
@@ -44,11 +45,12 @@
<method name="test_move">
<return type="bool" />
<argument index="0" name="from" type="Transform2D" />
- <argument index="1" name="rel_vec" type="Vector2" />
+ <argument index="1" name="linear_velocity" type="Vector2" />
<argument index="2" name="collision" type="KinematicCollision2D" default="null" />
<argument index="3" name="safe_margin" type="float" default="0.08" />
<description>
- Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur.
+ Checks for collisions without moving the body. 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.
+ Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]linear_velocity[/code]. Returns [code]true[/code] if a collision would occur.
[code]collision[/code] is an optional object of type [KinematicCollision2D], which contains additional information about the collision (should there be one).
[code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details).
</description>