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-rw-r--r--doc/classes/KinematicBody.xml12
-rw-r--r--doc/classes/KinematicBody2D.xml4
2 files changed, 8 insertions, 8 deletions
diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml
index 3d8806c8db..fb7edd65ad 100644
--- a/doc/classes/KinematicBody.xml
+++ b/doc/classes/KinematicBody.xml
@@ -86,11 +86,11 @@
<argument index="4" name="floor_max_angle" type="float" default="0.785398">
</argument>
<description>
- Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the floor the node stands on is also a KinematicBody, the node will follow the floor's motion. This works regardless of the method used to move the floor. You can use this to make moving or rotating platforms.
- [code]linear_velocity[/code] is a value in units per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it with [code]delta[/delta] — this is done by the method.
- [code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling.
+ Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody] or [RigidBody], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
+ [code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it with [code]delta[/delta] — this is done by the method.
+ [code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
- If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
+ If the body collides, it will change direction a maximum of [code]max_bounces[/code] times before it stops.
[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
Returns the movement that remained when the body stopped. To get more detailed information about collisions that occured, use [method get_slide_collision].
</description>
@@ -111,13 +111,13 @@
<argument index="1" name="rel_vec" type="Vector3">
</argument>
<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 true if a collision would occur.
+ Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur.
</description>
</method>
</methods>
<members>
<member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin">
- If the body is at the least this close to another body, then this body will consider them to be colliding.
+ If the body is at least this close to another body, this body will consider them to be colliding.
</member>
</members>
<constants>
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml
index e9c1b7de63..d9e669f493 100644
--- a/doc/classes/KinematicBody2D.xml
+++ b/doc/classes/KinematicBody2D.xml
@@ -111,13 +111,13 @@
<argument index="1" name="rel_vec" type="Vector2">
</argument>
<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 true if a collision would occur.
+ 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.
</description>
</method>
</methods>
<members>
<member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin">
- If the body is at the least this close to another body, then this body will consider them to be colliding.
+ If the body is at least this close to another body, this body will consider them to be colliding.
</member>
</members>
<constants>