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path: root/scene/2d/physics_body_2d.cpp
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Diffstat (limited to 'scene/2d/physics_body_2d.cpp')
-rw-r--r--scene/2d/physics_body_2d.cpp58
1 files changed, 29 insertions, 29 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index 163340e306..a317285a1b 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -1114,9 +1114,9 @@ bool CharacterBody2D::move_and_slide() {
if ((on_floor || on_wall) && platform_rid.is_valid()) {
bool excluded = false;
if (on_floor) {
- excluded = (moving_platform_floor_layers & platform_layer) == 0;
+ excluded = (platform_floor_layers & platform_layer) == 0;
} else if (on_wall) {
- excluded = (moving_platform_wall_layers & platform_layer) == 0;
+ excluded = (platform_wall_layers & platform_layer) == 0;
}
if (!excluded) {
//this approach makes sure there is less delay between the actual body velocity and the one we saved
@@ -1166,10 +1166,10 @@ bool CharacterBody2D::move_and_slide() {
// Compute real velocity.
real_velocity = get_position_delta() / delta;
- if (moving_platform_apply_velocity_on_leave != PLATFORM_VEL_ON_LEAVE_NEVER) {
+ if (platform_on_leave != PLATFORM_ON_LEAVE_DO_NOTHING) {
// Add last platform velocity when just left a moving platform.
if (!on_floor && !on_wall) {
- if (moving_platform_apply_velocity_on_leave == PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY && current_platform_velocity.dot(up_direction) < 0) {
+ if (platform_on_leave == PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY && current_platform_velocity.dot(up_direction) < 0) {
current_platform_velocity = current_platform_velocity.slide(up_direction);
}
velocity += current_platform_velocity;
@@ -1613,20 +1613,20 @@ void CharacterBody2D::set_slide_on_ceiling_enabled(bool p_enabled) {
slide_on_ceiling = p_enabled;
}
-uint32_t CharacterBody2D::get_moving_platform_floor_layers() const {
- return moving_platform_floor_layers;
+uint32_t CharacterBody2D::get_platform_floor_layers() const {
+ return platform_floor_layers;
}
-void CharacterBody2D::set_moving_platform_floor_layers(uint32_t p_exclude_layers) {
- moving_platform_floor_layers = p_exclude_layers;
+void CharacterBody2D::set_platform_floor_layers(uint32_t p_exclude_layers) {
+ platform_floor_layers = p_exclude_layers;
}
-uint32_t CharacterBody2D::get_moving_platform_wall_layers() const {
- return moving_platform_wall_layers;
+uint32_t CharacterBody2D::get_platform_wall_layers() const {
+ return platform_wall_layers;
}
-void CharacterBody2D::set_moving_platform_wall_layers(uint32_t p_exclude_layers) {
- moving_platform_wall_layers = p_exclude_layers;
+void CharacterBody2D::set_platform_wall_layers(uint32_t p_exclude_layers) {
+ platform_wall_layers = p_exclude_layers;
}
void CharacterBody2D::set_motion_mode(MotionMode p_mode) {
@@ -1637,12 +1637,12 @@ CharacterBody2D::MotionMode CharacterBody2D::get_motion_mode() const {
return motion_mode;
}
-void CharacterBody2D::set_moving_platform_apply_velocity_on_leave(MovingPlatformApplyVelocityOnLeave p_on_leave_apply_velocity) {
- moving_platform_apply_velocity_on_leave = p_on_leave_apply_velocity;
+void CharacterBody2D::set_platform_on_leave(PlatformOnLeave p_on_leave_apply_velocity) {
+ platform_on_leave = p_on_leave_apply_velocity;
}
-CharacterBody2D::MovingPlatformApplyVelocityOnLeave CharacterBody2D::get_moving_platform_apply_velocity_on_leave() const {
- return moving_platform_apply_velocity_on_leave;
+CharacterBody2D::PlatformOnLeave CharacterBody2D::get_platform_on_leave() const {
+ return platform_on_leave;
}
int CharacterBody2D::get_max_slides() const {
@@ -1720,10 +1720,10 @@ void CharacterBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody2D::set_slide_on_ceiling_enabled);
ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody2D::is_slide_on_ceiling_enabled);
- ClassDB::bind_method(D_METHOD("set_moving_platform_floor_layers", "exclude_layer"), &CharacterBody2D::set_moving_platform_floor_layers);
- ClassDB::bind_method(D_METHOD("get_moving_platform_floor_layers"), &CharacterBody2D::get_moving_platform_floor_layers);
- ClassDB::bind_method(D_METHOD("set_moving_platform_wall_layers", "exclude_layer"), &CharacterBody2D::set_moving_platform_wall_layers);
- ClassDB::bind_method(D_METHOD("get_moving_platform_wall_layers"), &CharacterBody2D::get_moving_platform_wall_layers);
+ ClassDB::bind_method(D_METHOD("set_platform_floor_layers", "exclude_layer"), &CharacterBody2D::set_platform_floor_layers);
+ ClassDB::bind_method(D_METHOD("get_platform_floor_layers"), &CharacterBody2D::get_platform_floor_layers);
+ ClassDB::bind_method(D_METHOD("set_platform_wall_layers", "exclude_layer"), &CharacterBody2D::set_platform_wall_layers);
+ ClassDB::bind_method(D_METHOD("get_platform_wall_layers"), &CharacterBody2D::get_platform_wall_layers);
ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody2D::get_max_slides);
ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody2D::set_max_slides);
@@ -1737,8 +1737,8 @@ void CharacterBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody2D::set_up_direction);
ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody2D::set_motion_mode);
ClassDB::bind_method(D_METHOD("get_motion_mode"), &CharacterBody2D::get_motion_mode);
- ClassDB::bind_method(D_METHOD("set_moving_platform_apply_velocity_on_leave", "on_leave_apply_velocity"), &CharacterBody2D::set_moving_platform_apply_velocity_on_leave);
- ClassDB::bind_method(D_METHOD("get_moving_platform_apply_velocity_on_leave"), &CharacterBody2D::get_moving_platform_apply_velocity_on_leave);
+ ClassDB::bind_method(D_METHOD("set_platform_on_leave", "on_leave_apply_velocity"), &CharacterBody2D::set_platform_on_leave);
+ ClassDB::bind_method(D_METHOD("get_platform_on_leave"), &CharacterBody2D::get_platform_on_leave);
ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody2D::is_on_floor);
ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody2D::is_on_floor_only);
@@ -1771,10 +1771,10 @@ void CharacterBody2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians"), "set_floor_max_angle", "get_floor_max_angle");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,32,0.1,or_greater,suffix:px"), "set_floor_snap_length", "get_floor_snap_length");
- ADD_GROUP("Moving Platform", "moving_platform");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_apply_velocity_on_leave", PROPERTY_HINT_ENUM, "Always,Upward Only,Never", PROPERTY_USAGE_DEFAULT), "set_moving_platform_apply_velocity_on_leave", "get_moving_platform_apply_velocity_on_leave");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_floor_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_floor_layers", "get_moving_platform_floor_layers");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_wall_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_wall_layers", "get_moving_platform_wall_layers");
+ ADD_GROUP("Moving Platform", "platform");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_on_leave", PROPERTY_HINT_ENUM, "Add Velocity,Add Upward Velocity,Do Nothing", PROPERTY_USAGE_DEFAULT), "set_platform_on_leave", "get_platform_on_leave");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_floor_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_platform_floor_layers", "get_platform_floor_layers");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_wall_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_platform_wall_layers", "get_platform_wall_layers");
ADD_GROUP("Collision", "");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001,suffix:px"), "set_safe_margin", "get_safe_margin");
@@ -1782,9 +1782,9 @@ void CharacterBody2D::_bind_methods() {
BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED);
BIND_ENUM_CONSTANT(MOTION_MODE_FLOATING);
- BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_ALWAYS);
- BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY);
- BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_NEVER);
+ BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_VELOCITY);
+ BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY);
+ BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_DO_NOTHING);
}
void CharacterBody2D::_validate_property(PropertyInfo &p_property) const {