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+<?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.
+ </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>
+ </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>
+ </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">
+ </member>
+ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
+ </member>
+ <member name="layers" type="int" setter="_set_layers" getter="_get_layers">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>