<?xml version="1.0" encoding="UTF-8" ?> <class name="PhysicsBody2D" inherits="CollisionObject2D" category="Core" version="3.0-stable"> <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> http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html </tutorials> <demos> </demos> <methods> <method name="add_collision_exception_with"> <return type="void"> </return> <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"> <return type="bool"> </return> <argument index="0" name="bit" type="int"> </argument> <description> Return an individual bit on the collision mask. </description> </method> <method name="get_collision_mask_bit" qualifiers="const"> <return type="bool"> </return> <argument index="0" name="bit" type="int"> </argument> <description> Return an individual bit on the collision mask. </description> </method> <method name="remove_collision_exception_with"> <return type="void"> </return> <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"> <return type="void"> </return> <argument index="0" name="bit" type="int"> </argument> <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. </description> </method> <method name="set_collision_mask_bit"> <return type="void"> </return> <argument index="0" name="bit" type="int"> </argument> <argument index="1" name="value" type="bool"> </argument> <description> Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier. </description> </method> </methods> <members> <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 can scan 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. </member> </members> <constants> </constants> </class>