From 25300a324c844769d390ff7630987dd95e66e728 Mon Sep 17 00:00:00 2001 From: Benjamin Larsson Date: Sat, 7 Oct 2017 17:37:10 +0200 Subject: Update KinematicBody2D docs. --- doc/classes/KinematicBody2D.xml | 21 +++++++++++++++++---- 1 file changed, 17 insertions(+), 4 deletions(-) diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml index dddae2c0fc..3a0f52f8fa 100644 --- a/doc/classes/KinematicBody2D.xml +++ b/doc/classes/KinematicBody2D.xml @@ -6,7 +6,7 @@ Kinematic bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all (to other types of bodies, such a character or a rigid body, these are the same as a static body). They have however, two main uses: Simulated Motion: When these bodies are moved manually, either from code or from an AnimationPlayer (with process mode set to fixed), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc). - Kinematic Characters: KinematicBody2D also has an api for moving objects (the [method move] method) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics. + Kinematic Characters: KinematicBody2D also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics. @@ -17,6 +17,7 @@ + Returns the velocity of the floor. If the floor is not a KinematicBody2D, this will always be [code]Vector2(0,0)[/code]. Only updates when calling [method move_and_slide]. @@ -31,30 +32,35 @@ + Returns a [KinematicCollision2D], which contains information about a collision that occured during the last [method move_and_slide] call. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_count]()-1). + Returns the number of times the body collided and changed direction during the last call to [method move_and_slide]. + Returns [code]true[/code] if the body is on the ceiling. Only updates when calling [method move_and_slide]. + Returns [code]true[/code] if the body is on the floor. Only updates when calling [method move_and_slide]. + Returns [code]true[/code] if the body is on a wall. Only updates when calling [method move_and_slide]. @@ -63,7 +69,7 @@ - Moves the body along the given vector. The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the colliding body. + 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. @@ -80,6 +86,12 @@ + Moves the body along a vector. [code]linear_velocity[/code] is a value in pixels per second. 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 KinematicBody2D, 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]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. + 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. + Returns the movement that remained when the body stopped. To get more detailed information about collisions that occured, use [method get_slide_collision]. @@ -98,14 +110,15 @@ - Returns true if there would be a collision if the body moved from the given point in the given direction. + 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 it encounters any obstacle. + If the body is at the least this close to another body, then this body will consider them to be colliding. - + \ No newline at end of file -- cgit v1.2.3 From 94150b8e8ee582c8992996f02f69cd37e67d4e92 Mon Sep 17 00:00:00 2001 From: Benjamin Larsson Date: Sat, 7 Oct 2017 20:30:53 +0200 Subject: Small changes to KinematicBody2D docs. --- doc/classes/KinematicBody2D.xml | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-) diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml index 3a0f52f8fa..ac375aa42d 100644 --- a/doc/classes/KinematicBody2D.xml +++ b/doc/classes/KinematicBody2D.xml @@ -17,7 +17,7 @@ - Returns the velocity of the floor. If the floor is not a KinematicBody2D, this will always be [code]Vector2(0,0)[/code]. Only updates when calling [method move_and_slide]. + Returns the velocity of the floor. If the floor is not a KinematicBody2D, this will always be [code]Vector2(0, 0)[/code]. Only updates when calling [method move_and_slide]. @@ -86,11 +86,12 @@ - Moves the body along a vector. [code]linear_velocity[/code] is a value in pixels per second. 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 KinematicBody2D, 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. + 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 KinematicBody2D, 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 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. + 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_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. + [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]. @@ -110,7 +111,7 @@ - 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 it encounters any obstacle. + 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. -- cgit v1.2.3 From 5e7b98171bf1ecda6da8de42922b721c493fff18 Mon Sep 17 00:00:00 2001 From: Benjamin Larsson Date: Sat, 7 Oct 2017 22:10:28 +0200 Subject: Fixed an error in get_floor_velocity() docs --- doc/classes/KinematicBody2D.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml index ac375aa42d..88b72d0778 100644 --- a/doc/classes/KinematicBody2D.xml +++ b/doc/classes/KinematicBody2D.xml @@ -17,7 +17,7 @@ - Returns the velocity of the floor. If the floor is not a KinematicBody2D, this will always be [code]Vector2(0, 0)[/code]. Only updates when calling [method move_and_slide]. + Returns the velocity of the floor. Only updates when calling [method move_and_slide]. -- cgit v1.2.3 From 9b15bf26f685d65add77c751e4d21b3da7bffa82 Mon Sep 17 00:00:00 2001 From: Benjamin Larsson Date: Sat, 7 Oct 2017 22:40:18 +0200 Subject: Edit move_and_slide, it does a bit more than I first thought. --- doc/classes/KinematicBody.xml | 18 +++++++++++++++++- doc/classes/KinematicBody2D.xml | 2 +- 2 files changed, 18 insertions(+), 2 deletions(-) diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml index 8f242c5187..3d8806c8db 100644 --- a/doc/classes/KinematicBody.xml +++ b/doc/classes/KinematicBody.xml @@ -6,7 +6,7 @@ Kinematic bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all (to other types of bodies, such a character or a rigid body, these are the same as a static body). They have however, two main uses: Simulated Motion: When these bodies are moved manually, either from code or from an AnimationPlayer (with process mode set to fixed), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc). - Kinematic Characters: KinematicBody also has an api for moving objects (the [method move] method) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics. + Kinematic Characters: KinematicBody also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics. @@ -17,6 +17,7 @@ + Returns the velocity of the floor. Only updates when calling [method move_and_slide]. @@ -31,30 +32,35 @@ + Returns a [KinematicCollision], which contains information about a collision that occured during the last [method move_and_slide] call. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_count]()-1). + Returns the number of times the body collided and changed direction during the last call to [method move_and_slide]. + Returns [code]true[/code] if the body is on the ceiling. Only updates when calling [method move_and_slide]. + Returns [code]true[/code] if the body is on the floor. Only updates when calling [method move_and_slide]. + Returns [code]true[/code] if the body is on a wall. Only updates when calling [method move_and_slide]. @@ -63,6 +69,7 @@ + Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision], which contains information about the collision. @@ -79,6 +86,13 @@ + 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. + 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. + [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]. @@ -97,11 +111,13 @@ + 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. + If the body is at the least this close to another body, then this body will consider them to be colliding. diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml index 88b72d0778..e9c1b7de63 100644 --- a/doc/classes/KinematicBody2D.xml +++ b/doc/classes/KinematicBody2D.xml @@ -86,7 +86,7 @@ - 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 KinematicBody2D, 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. + 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 [KinematicBody2D] or [RigidBody2D], 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. -- cgit v1.2.3 From acf81338aa72e1340b97000ffe958ed43111e38b Mon Sep 17 00:00:00 2001 From: Benjamin Larsson Date: Sat, 7 Oct 2017 22:57:31 +0200 Subject: Minor fixes to KinematicBody and KinematicBody2D --- doc/classes/KinematicBody.xml | 12 ++++++------ doc/classes/KinematicBody2D.xml | 4 ++-- 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 @@ - 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]. @@ -111,13 +111,13 @@ - 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. - 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. 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 @@ - 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. - 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. -- cgit v1.2.3