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-rw-r--r--doc/classes/PhysicsBody2D.xml77
1 files changed, 22 insertions, 55 deletions
diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml
index ca42f5801a..e00c473bcd 100644
--- a/doc/classes/PhysicsBody2D.xml
+++ b/doc/classes/PhysicsBody2D.xml
@@ -11,84 +11,51 @@
</tutorials>
<methods>
<method name="add_collision_exception_with">
- <return type="void">
- </return>
- <argument index="0" name="body" type="Node">
- </argument>
+ <return type="void" />
+ <argument index="0" name="body" type="Node" />
<description>
Adds a body to the list of bodies that this body can't collide with.
</description>
</method>
<method name="get_collision_exceptions">
- <return type="PhysicsBody2D[]">
- </return>
+ <return type="PhysicsBody2D[]" />
<description>
Returns an array of nodes that were added as collision exceptions for this body.
</description>
</method>
- <method name="get_collision_layer_bit" qualifiers="const">
- <return type="bool">
- </return>
- <argument index="0" name="bit" type="int">
- </argument>
+ <method name="move_and_collide">
+ <return type="KinematicCollision2D" />
+ <argument index="0" name="rel_vec" type="Vector2" />
+ <argument index="1" name="test_only" type="bool" default="false" />
+ <argument index="2" name="safe_margin" type="float" default="0.08" />
<description>
- Returns an individual bit on the [member collision_layer].
- </description>
- </method>
- <method name="get_collision_mask_bit" qualifiers="const">
- <return type="bool">
- </return>
- <argument index="0" name="bit" type="int">
- </argument>
- <description>
- Returns an individual bit on the [member collision_mask].
+ 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.
+ 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>
</method>
<method name="remove_collision_exception_with">
- <return type="void">
- </return>
- <argument index="0" name="body" type="Node">
- </argument>
+ <return type="void" />
+ <argument index="0" name="body" type="Node" />
<description>
Removes a body from the list of bodies that this body can't collide with.
</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>
- Sets individual bits on the [member collision_layer] bitmask. Use this if you only need to change one layer's value.
- </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>
+ <method name="test_move">
+ <return type="bool" />
+ <argument index="0" name="from" type="Transform2D" />
+ <argument index="1" name="rel_vec" type="Vector2" />
+ <argument index="2" name="collision" type="KinematicCollision2D" default="null" />
+ <argument index="3" name="safe_margin" type="float" default="0.08" />
<description>
- Sets individual bits on the [member collision_mask] bitmask. Use this if you only need to change one layer's value.
+ 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.
+ [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>
</method>
</methods>
<members>
- <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
- 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 [member 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. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
- </member>
- <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
- </member>
<member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" override="true" default="false" />
- <member name="layers" type="int" setter="_set_layers" getter="_get_layers">
- Both [member collision_layer] and [member collision_mask]. Returns [member collision_layer] when accessed. Updates [member collision_layer] and [member collision_mask] when modified.
- </member>
</members>
<constants>
</constants>