diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml index 3d8806c8db5..fb7edd65adc 100644 --- a/doc/classes/KinematicBody.xml +++ b/doc/classes/KinematicBody.xml @@ -86,11 +86,11 @@ - Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the floor the node stands on is also a KinematicBody, the node will follow the floor's motion. This works regardless of the method used to move the floor. You can use this to make moving or rotating platforms. - [code]linear_velocity[/code] is a value in units per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it with [code]delta[/delta] — this is done by the method. - [code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. + Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody] or [RigidBody], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes. + [code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it with [code]delta[/delta] — this is done by the method. + [code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games. If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes. - If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops. + If the body collides, it will change direction a maximum of [code]max_bounces[/code] times before it stops. [code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees. Returns the movement that remained when the body stopped. To get more detailed information about collisions that occured, use [method get_slide_collision]. @@ -111,13 +111,13 @@ - Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]rel_vec[/code]. Returns true if a collision would occur. + Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur. - If the body is at the least this close to another body, then this body will consider them to be colliding. + If the body is at least this close to another body, this body will consider them to be colliding. diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml index e9c1b7de633..d9e669f493d 100644 --- a/doc/classes/KinematicBody2D.xml +++ b/doc/classes/KinematicBody2D.xml @@ -111,13 +111,13 @@ - Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]rel_vec[/code]. Returns true if a collision would occur. + Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur. - If the body is at the least this close to another body, then this body will consider them to be colliding. + If the body is at least this close to another body, this body will consider them to be colliding.