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path: root/doc/classes/PhysicsBody2D.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsBody2D" inherits="CollisionObject2D" category="Core" version="3.0.alpha.custom_build">
	<brief_description>
		Base class for all objects affected by physics.
	</brief_description>
	<description>
		PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
	</description>
	<tutorials>
	</tutorials>
	<demos>
	</demos>
	<methods>
		<method name="add_collision_exception_with">
			<return type="void">
			</return>
			<argument index="0" name="body" type="Node">
			</argument>
			<description>
			</description>
		</method>
		<method name="get_collision_layer" qualifiers="const">
			<return type="int">
			</return>
			<description>
				Return the physics layer this area is in.
			</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" qualifiers="const">
			<return type="int">
			</return>
			<description>
				Return the physics layers this area can scan for collisions.
			</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>
			</description>
		</method>
		<method name="set_collision_layer">
			<return type="void">
			</return>
			<argument index="0" name="layer" type="int">
			</argument>
			<description>
				Set the physics layers this area is in.
				Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using [method set_collision_mask].
				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.
			</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">
			<return type="void">
			</return>
			<argument index="0" name="mask" type="int">
			</argument>
			<description>
				Set the physics layers this area can scan for collisions.
			</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">
		</member>
		<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
		</member>
		<member name="layers" type="int" setter="_set_layers" getter="_get_layers">
		</member>
	</members>
	<constants>
	</constants>
</class>