<?xml version="1.0" encoding="UTF-8" ?> <class name="PhysicsBody2D" inherits="CollisionObject2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Base class for all objects affected by physics in 2D space. </brief_description> <description> PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it. </description> <tutorials> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> <method name="add_collision_exception_with"> <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[]" /> <description> Returns an array of nodes that were added as collision exceptions for this body. </description> </method> <method name="move_and_collide"> <return type="KinematicCollision2D" /> <argument index="0" name="distance" type="Vector2" /> <argument index="1" name="test_only" type="bool" default="false" /> <argument index="2" name="safe_margin" type="float" default="0.08" /> <description> Moves the body along the vector [code]distance[/code]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [code]distance[/code] should be computed using [code]delta[/code]. Returns a [KinematicCollision2D], which contains information about the collision when stopped, or when touching another body along the motion. 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" /> <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="test_move"> <return type="bool" /> <argument index="0" name="from" type="Transform2D" /> <argument index="1" name="distance" type="Vector2" /> <argument index="2" name="collision" type="KinematicCollision2D" default="null" /> <argument index="3" name="safe_margin" type="float" default="0.08" /> <description> Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [code]distance[/code] should be computed using [code]delta[/code]. 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]distance[/code]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. [code]collision[/code] is an optional object of type [KinematicCollision2D], which contains additional information about the collision when stopped, or when touching another body along the motion. [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="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" overrides="CollisionObject2D" default="false" /> </members> </class>