diff options
Diffstat (limited to 'doc/classes/PhysicsBody2D.xml')
-rw-r--r-- | doc/classes/PhysicsBody2D.xml | 10 |
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> |