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<?xml version="1.0" encoding="UTF-8" ?>
<class name="StaticBody2D" inherits="PhysicsBody2D" category="Core" version="3.2">
	<brief_description>
		Static body for 2D physics.
	</brief_description>
	<description>
		Static body for 2D physics. A StaticBody2D is a body that is not intended to move. It is ideal for implementing objects in the environment, such as walls or platforms.
		Additionally, a constant linear or angular velocity can be set for the static body, which will affect colliding bodies as if it were moving (for example, a conveyor belt).
	</description>
	<tutorials>
	</tutorials>
	<methods>
	</methods>
	<members>
		<member name="bounce" type="float" setter="set_bounce" getter="get_bounce">
			The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
			Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].
		</member>
		<member name="constant_angular_velocity" type="float" setter="set_constant_angular_velocity" getter="get_constant_angular_velocity" default="0.0">
			The body's constant angular velocity. This does not rotate the body, but affects colliding bodies, as if it were rotating.
		</member>
		<member name="constant_linear_velocity" type="Vector2" setter="set_constant_linear_velocity" getter="get_constant_linear_velocity" default="Vector2( 0, 0 )">
			The body's constant linear velocity. This does not move the body, but affects colliding bodies, as if it were moving.
		</member>
		<member name="friction" type="float" setter="set_friction" getter="get_friction">
			The body's friction. Values range from [code]0[/code] (no friction) to [code]1[/code] (full friction).
			Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].
		</member>
		<member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override">
			The physics material override for the body.
			If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
		</member>
	</members>
	<constants>
	</constants>
</class>