diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/PhysicsBody.xml | 6 | ||||
-rw-r--r-- | doc/classes/PhysicsBody2D.xml | 12 | ||||
-rw-r--r-- | doc/classes/SceneState.xml | 2 | ||||
-rw-r--r-- | doc/classes/Shape2D.xml | 6 | ||||
-rw-r--r-- | doc/classes/ShortCut.xml | 8 | ||||
-rw-r--r-- | doc/classes/SoftBody.xml | 13 | ||||
-rw-r--r-- | doc/classes/Timer.xml | 17 |
7 files changed, 41 insertions, 23 deletions
diff --git a/doc/classes/PhysicsBody.xml b/doc/classes/PhysicsBody.xml index 14053c6a35..af00027ed3 100644 --- a/doc/classes/PhysicsBody.xml +++ b/doc/classes/PhysicsBody.xml @@ -27,6 +27,7 @@ <argument index="0" name="bit" type="int"> </argument> <description> + Returns an individual bit on the collision mask. </description> </method> <method name="get_collision_mask_bit" qualifiers="const"> @@ -35,6 +36,7 @@ <argument index="0" name="bit" type="int"> </argument> <description> + Returns an individual bit on the collision mask. </description> </method> <method name="remove_collision_exception_with"> @@ -54,6 +56,7 @@ <argument index="1" name="value" type="bool"> </argument> <description> + Sets individual bits on the layer mask. Use this if you only need to change one layer's value. </description> </method> <method name="set_collision_mask_bit"> @@ -64,6 +67,7 @@ <argument index="1" name="value" type="bool"> </argument> <description> + Sets individual bits on the collision mask. Use this if you only need to change one layer's value. </description> </method> </methods> @@ -74,7 +78,7 @@ 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. + The physics layers this area scans for collisions. </member> </members> <constants> diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index ccc704c7ec..4278979049 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -27,7 +27,7 @@ <argument index="0" name="bit" type="int"> </argument> <description> - Return an individual bit on the collision mask. + Returns an individual bit on the collision mask. </description> </method> <method name="get_collision_mask_bit" qualifiers="const"> @@ -36,7 +36,7 @@ <argument index="0" name="bit" type="int"> </argument> <description> - Return an individual bit on the collision mask. + Returns an individual bit on the collision mask. </description> </method> <method name="remove_collision_exception_with"> @@ -56,7 +56,7 @@ <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. + Sets individual bits on the layer mask. Use this if you only need to change one layer's value. </description> </method> <method name="set_collision_mask_bit"> @@ -67,7 +67,7 @@ <argument index="1" name="value" type="bool"> </argument> <description> - Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier. + Sets individual bits on the collision mask. Use this if you only need to change one layer's value. </description> </method> </methods> @@ -78,10 +78,10 @@ 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. + The physics layers this area scans 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. + 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> diff --git a/doc/classes/SceneState.xml b/doc/classes/SceneState.xml index 36cddf08df..bd2f883cae 100644 --- a/doc/classes/SceneState.xml +++ b/doc/classes/SceneState.xml @@ -4,7 +4,7 @@ A script interface to a scene file's data. </brief_description> <description> - Maintains a list of resources, nodes, exported and overridden properties, and built-in scripts associated with a scene. + Maintains a list of resources, nodes, exported, and overridden properties, and built-in scripts associated with a scene. </description> <tutorials> </tutorials> diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml index 6c13496fc4..2772538cec 100644 --- a/doc/classes/Shape2D.xml +++ b/doc/classes/Shape2D.xml @@ -22,7 +22,7 @@ <argument index="2" name="shape_xform" type="Transform2D"> </argument> <description> - Return whether this shape is colliding with another. + Returns [code]true[/code] if this shape is colliding with another. This method needs the transformation matrix for this shape ([code]local_xform[/code]), the shape to check collisions with ([code]with_shape[/code]), and the transformation matrix of that shape ([code]shape_xform[/code]). </description> </method> @@ -36,7 +36,7 @@ <argument index="2" name="shape_xform" type="Transform2D"> </argument> <description> - Return a list of the points where this shape touches another. If there are no collisions, the list is empty. + Returns a list of the points where this shape touches another. If there are no collisions the list is empty. This method needs the transformation matrix for this shape ([code]local_xform[/code]), the shape to check collisions with ([code]with_shape[/code]), and the transformation matrix of that shape ([code]shape_xform[/code]). </description> </method> @@ -72,7 +72,7 @@ <argument index="4" name="shape_motion" type="Vector2"> </argument> <description> - Return a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions, the list is empty. + Returns a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions the list is empty. This method needs the transformation matrix for this shape ([code]local_xform[/code]), the movement to test on this shape ([code]local_motion[/code]), the shape to check collisions with ([code]with_shape[/code]), the transformation matrix of that shape ([code]shape_xform[/code]), and the movement to test onto the other object ([code]shape_motion[/code]). </description> </method> diff --git a/doc/classes/ShortCut.xml b/doc/classes/ShortCut.xml index 6da9d7c59d..1b5fc035c2 100644 --- a/doc/classes/ShortCut.xml +++ b/doc/classes/ShortCut.xml @@ -16,7 +16,7 @@ <return type="String"> </return> <description> - Returns the Shortcut's [InputEvent] as a [String]. + Returns the shortcut's [InputEvent] as a [String]. </description> </method> <method name="is_shortcut" qualifiers="const"> @@ -25,20 +25,20 @@ <argument index="0" name="event" type="InputEvent"> </argument> <description> - Returns [code]true[/code] if the Shortcut's [InputEvent] equals [code]event[/code]. + Returns [code]true[/code] if the shortcut's [InputEvent] equals [code]event[/code]. </description> </method> <method name="is_valid" qualifiers="const"> <return type="bool"> </return> <description> - If [code]true[/code] this Shortcut is valid. + If [code]true[/code] this shortcut is valid. </description> </method> </methods> <members> <member name="shortcut" type="InputEvent" setter="set_shortcut" getter="get_shortcut"> - The Shortcut's [InputEvent]. + The shortcut's [InputEvent]. Generally the [InputEvent] is a keyboard key, though it can be any [InputEvent]. </member> </members> diff --git a/doc/classes/SoftBody.xml b/doc/classes/SoftBody.xml index c3c789a6de..196d29fc60 100644 --- a/doc/classes/SoftBody.xml +++ b/doc/classes/SoftBody.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="SoftBody" inherits="MeshInstance" category="Core" version="3.1"> <brief_description> + A soft mesh physics body. </brief_description> <description> + A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials. </description> <tutorials> </tutorials> @@ -15,6 +17,7 @@ <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_bit" qualifiers="const"> @@ -23,6 +26,7 @@ <argument index="0" name="bit" type="int"> </argument> <description> + Returns an individual bit on the collision mask. </description> </method> <method name="get_collision_mask_bit" qualifiers="const"> @@ -31,6 +35,7 @@ <argument index="0" name="bit" type="int"> </argument> <description> + Returns an individual bit on the collision mask. </description> </method> <method name="is_ray_pickable" qualifiers="const"> @@ -45,6 +50,7 @@ <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_bit"> @@ -55,6 +61,7 @@ <argument index="1" name="value" type="bool"> </argument> <description> + Sets individual bits on the layer mask. Use this if you only need to change one layer's value. </description> </method> <method name="set_collision_mask_bit"> @@ -65,6 +72,7 @@ <argument index="1" name="value" type="bool"> </argument> <description> + Sets individual bits on the collision mask. Use this if you only need to change one layer's value. </description> </method> <method name="set_ray_pickable"> @@ -80,8 +88,12 @@ <member name="areaAngular_stiffness" type="float" setter="set_areaAngular_stiffness" getter="get_areaAngular_stiffness"> </member> <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 scans for collisions. </member> <member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient"> </member> @@ -96,6 +108,7 @@ <member name="pressure_coefficient" type="float" setter="set_pressure_coefficient" getter="get_pressure_coefficient"> </member> <member name="simulation_precision" type="int" setter="set_simulation_precision" getter="get_simulation_precision"> + Increasing this value will improve the resulting simulation, but can affect performance. Use with care. </member> <member name="total_mass" type="float" setter="set_total_mass" getter="get_total_mass"> </member> diff --git a/doc/classes/Timer.xml b/doc/classes/Timer.xml index d1c8722901..65d638c4c0 100644 --- a/doc/classes/Timer.xml +++ b/doc/classes/Timer.xml @@ -32,25 +32,26 @@ <return type="void"> </return> <description> - Stop (cancel) the Timer. + Stops the timer. </description> </method> </methods> <members> <member name="autostart" type="bool" setter="set_autostart" getter="has_autostart"> - If [code]true[/code], Timer will automatically start when entering the scene tree. Default value: [code]false[/code]. + If [code]true[/code] the timer will automatically start when entering the scene tree. Default value: [code]false[/code]. </member> <member name="one_shot" type="bool" setter="set_one_shot" getter="is_one_shot"> - If [code]true[/code], Timer will stop when reaching 0. If [code]false[/code], it will restart. Default value: [code]false[/code]. + If [code]true[/code] the timer will stop when reaching 0. If [code]false[/code] it will restart. Default value: [code]false[/code]. </member> <member name="paused" type="bool" setter="set_paused" getter="is_paused"> - If [code]true[/code], the timer is paused and will not process until it is unpaused again, even if [method start] is called. + If [code]true[/code] the timer is paused and will not process until it is unpaused again, even if [method start] is called. </member> <member name="process_mode" type="int" setter="set_timer_process_mode" getter="get_timer_process_mode" enum="Timer.TimerProcessMode"> - Processing mode. Uses TIMER_PROCESS_* constants as value. + Processing mode. See [enum TimerProcessMode]. </member> <member name="time_left" type="float" setter="" getter="get_time_left"> The timer's remaining time in seconds. Returns 0 if the timer is inactive. + Note: You cannot set this value. To change the timer's remaining time, use [member wait_time]. </member> <member name="wait_time" type="float" setter="set_wait_time" getter="get_wait_time"> Wait time in seconds. @@ -59,16 +60,16 @@ <signals> <signal name="timeout"> <description> - Emitted when the Timer reaches 0. + Emitted when the timer reaches 0. </description> </signal> </signals> <constants> <constant name="TIMER_PROCESS_PHYSICS" value="0" enum="TimerProcessMode"> - Update the Timer during the physics step at each frame (fixed framerate processing). + Update the timer during the physics step at each frame (fixed framerate processing). </constant> <constant name="TIMER_PROCESS_IDLE" value="1" enum="TimerProcessMode"> - Update the Timer during the idle time at each frame. + Update the timer during the idle time at each frame. </constant> </constants> </class> |