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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "PhysicsBody2D" inherits= "CollisionObject2D" version= "3.2" >
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<brief_description >
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Base class for all objects affected by physics in 2D space.
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</brief_description>
<description >
PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
</description>
<tutorials >
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<link > https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
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</tutorials>
<methods >
<method name= "add_collision_exception_with" >
<return type= "void" >
</return>
<argument index= "0" name= "body" type= "Node" >
</argument>
<description >
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Adds a body to the list of bodies that this body can't collide with.
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</description>
</method>
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<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>
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<method name= "get_collision_layer_bit" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "bit" type= "int" >
</argument>
<description >
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Returns an individual bit on the [member collision_layer].
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</description>
</method>
<method name= "get_collision_mask_bit" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "bit" type= "int" >
</argument>
<description >
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Returns an individual bit on the [member collision_mask].
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</description>
</method>
<method name= "remove_collision_exception_with" >
<return type= "void" >
</return>
<argument index= "0" name= "body" type= "Node" >
</argument>
<description >
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Removes a body from the list of bodies that this body can't collide with.
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</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 >
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Sets individual bits on the [member collision_layer] bitmask. Use this if you only need to change one layer's value.
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</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 >
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Sets individual bits on the [member collision_mask] bitmask. Use this if you only need to change one layer's value.
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</description>
</method>
</methods>
<members >
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<member name= "collision_layer" type= "int" setter= "set_collision_layer" getter= "get_collision_layer" default= "1" >
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The physics layers this area is in.
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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.
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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.
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</member>
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<member name= "collision_mask" type= "int" setter= "set_collision_mask" getter= "get_collision_mask" default= "1" >
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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.
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</member>
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<member name= "input_pickable" type= "bool" setter= "set_pickable" getter= "is_pickable" override= "true" default= "false" />
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<member name= "layers" type= "int" setter= "_set_layers" getter= "_get_layers" >
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Both [member collision_layer] and [member collision_mask]. Returns [member collision_layer] when accessed. Updates [member collision_layer] and [member collision_mask] when modified.
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</member>
</members>
<constants >
</constants>
</class>