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<?xml version="1.0" encoding="UTF-8" ?>
<class name="StaticBody2D" inherits="PhysicsBody2D" category="Core" version="3.0.alpha.custom_build">
<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>
<demos>
</demos>
<methods>
<method name="get_bounce" qualifiers="const">
<return type="float">
</return>
<description>
Return the body bounciness.
</description>
</method>
<method name="get_constant_angular_velocity" qualifiers="const">
<return type="float">
</return>
<description>
Return the constant angular velocity for the body.
</description>
</method>
<method name="get_constant_linear_velocity" qualifiers="const">
<return type="Vector2">
</return>
<description>
Return the constant linear velocity for the body.
</description>
</method>
<method name="get_friction" qualifiers="const">
<return type="float">
</return>
<description>
Return the body friction.
</description>
</method>
<method name="set_bounce">
<return type="void">
</return>
<argument index="0" name="bounce" type="float">
</argument>
<description>
Set the body bounciness, from 0 (not bouncy) to 1 (bouncy).
</description>
</method>
<method name="set_constant_angular_velocity">
<return type="void">
</return>
<argument index="0" name="vel" type="float">
</argument>
<description>
Set a constant angular velocity for the body. This does not rotate the body, but affects other bodies touching it, as if it was rotating.
</description>
</method>
<method name="set_constant_linear_velocity">
<return type="void">
</return>
<argument index="0" name="vel" type="Vector2">
</argument>
<description>
Set a constant linear velocity for the body. This does not move the body, but affects other bodies touching it, as if it was moving.
</description>
</method>
<method name="set_friction">
<return type="void">
</return>
<argument index="0" name="friction" type="float">
</argument>
<description>
Set the body friction, from 0 (frictionless) to 1 (full friction).
</description>
</method>
</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).
</member>
<member name="constant_angular_velocity" type="float" setter="set_constant_angular_velocity" getter="get_constant_angular_velocity">
Constant angular velocity for the body. 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">
Constant linear velocity for the body. 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).
</member>
</members>
<constants>
</constants>
</class>
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