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Diffstat (limited to 'doc/classes/PhysicsBody2D.xml')
-rw-r--r-- | doc/classes/PhysicsBody2D.xml | 122 |
1 files changed, 122 insertions, 0 deletions
diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml new file mode 100644 index 0000000000..748506baa9 --- /dev/null +++ b/doc/classes/PhysicsBody2D.xml @@ -0,0 +1,122 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="PhysicsBody2D" inherits="CollisionObject2D" category="Core" version="3.0.alpha.custom_build"> + <brief_description> + Base class for all objects affected by physics in 2D space. + </brief_description> + <description> + PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it. + </description> + <tutorials> + </tutorials> + <demos> + </demos> + <methods> + <method name="add_collision_exception_with"> + <return type="void"> + </return> + <argument index="0" name="body" type="Node"> + </argument> + <description> + Adds a body to the list of bodies that this body can't collide with. + </description> + </method> + <method name="get_collision_layer" qualifiers="const"> + <return type="int"> + </return> + <description> + Return the physics layer this area is in. + </description> + </method> + <method name="get_collision_layer_bit" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="bit" type="int"> + </argument> + <description> + Return an individual bit on the collision mask. + </description> + </method> + <method name="get_collision_mask" qualifiers="const"> + <return type="int"> + </return> + <description> + Return the physics layers this area can scan for collisions. + </description> + </method> + <method name="get_collision_mask_bit" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="bit" type="int"> + </argument> + <description> + Return an individual bit on the collision mask. + </description> + </method> + <method name="remove_collision_exception_with"> + <return type="void"> + </return> + <argument index="0" name="body" type="Node"> + </argument> + <description> + Removes a body from the list of bodies that this body can't collide with. + </description> + </method> + <method name="set_collision_layer"> + <return type="void"> + </return> + <argument index="0" name="layer" type="int"> + </argument> + <description> + Set the physics layers this area is in. + Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using [method set_collision_mask]. + A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. + </description> + </method> + <method name="set_collision_layer_bit"> + <return type="void"> + </return> + <argument index="0" name="bit" type="int"> + </argument> + <argument index="1" name="value" type="bool"> + </argument> + <description> + Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier. + </description> + </method> + <method name="set_collision_mask"> + <return type="void"> + </return> + <argument index="0" name="mask" type="int"> + </argument> + <description> + Set the physics layers this area can scan for collisions. + </description> + </method> + <method name="set_collision_mask_bit"> + <return type="void"> + </return> + <argument index="0" name="bit" type="int"> + </argument> + <argument index="1" name="value" type="bool"> + </argument> + <description> + Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier. + </description> + </method> + </methods> + <members> + <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer"> + The physics layers this area is in. + Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property. + A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. + </member> + <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask"> + The physics layers this area can scan for collisions. + </member> + <member name="layers" type="int" setter="_set_layers" getter="_get_layers"> + Both collision_layer and collision_mask. Returns collision_layer when accessed. Updates collision_layers and collision_mask when modified. + </member> + </members> + <constants> + </constants> +</class> |