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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="PhysicsBody2D" inherits="CollisionObject2D" category="Core" version="3.1">
- <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>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
- </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_exceptions">
- <return type="Array">
- </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 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>
- Returns 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>
- Sets individual bits on the layer mask. 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 collision mask. 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">
- 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 scans for collisions.
- </member>
- <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>
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