<?xml version="1.0" encoding="UTF-8" ?> <class name="PhysicsBody2D" inherits="CollisionObject2D" version="4.0"> <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">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </tutorials> <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_exceptions"> <return type="PhysicsBody2D[]"> </return> <description> Returns an array of nodes that were added as collision exceptions for this body. </description> </method> <method name="get_collision_layer_bit" qualifiers="const"> <return type="bool"> </return> <argument index="0" name="bit" type="int"> </argument> <description> Returns an individual bit on the [member collision_layer]. </description> </method> <method name="get_collision_mask_bit" qualifiers="const"> <return type="bool"> </return> <argument index="0" name="bit" type="int"> </argument> <description> Returns an individual bit on the [member 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> Sets individual bits on the [member collision_layer] bitmask. Use this if you only need to change one layer's value. </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> Sets individual bits on the [member collision_mask] bitmask. Use this if you only need to change one layer's value. </description> </method> </methods> <members> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> 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 [member 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. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" override="true" default="false" /> <member name="layers" type="int" setter="_set_layers" getter="_get_layers"> 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> </constants> </class>