Update documentation to clarify that list of overlaps is not updated immediately.
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@ -33,14 +33,14 @@
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<return type="Array">
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</return>
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<description>
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Returns a list of intersecting [code]Area[/code]s.
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Returns a list of intersecting [code]Area[/code]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
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</description>
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</method>
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<method name="get_overlapping_bodies" qualifiers="const">
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<return type="Array">
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</return>
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<description>
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Returns a list of intersecting [PhysicsBody]s.
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Returns a list of intersecting [PhysicsBody]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
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</description>
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</method>
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<method name="overlaps_area" qualifiers="const">
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@ -49,7 +49,7 @@
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<argument index="0" name="area" type="Node">
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</argument>
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<description>
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If [code]true[/code] the given area overlaps the Area.
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If [code]true[/code] the given area overlaps the Area. Note that the result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
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</description>
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</method>
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<method name="overlaps_body" qualifiers="const">
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@ -58,7 +58,7 @@
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<argument index="0" name="body" type="Node">
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</argument>
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<description>
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If [code]true[/code] the given body overlaps the Area.
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If [code]true[/code] the given body overlaps the Area. Note that the result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
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</description>
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</method>
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<method name="set_collision_layer_bit">
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@ -33,14 +33,14 @@
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<return type="Array">
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</return>
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<description>
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Returns a list of intersecting [code]Area2D[/code]s.
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Returns a list of intersecting [code]Area2D[/code]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
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</description>
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</method>
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<method name="get_overlapping_bodies" qualifiers="const">
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<return type="Array">
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</return>
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<description>
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Returns a list of intersecting [PhysicsBody2D]s.
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Returns a list of intersecting [PhysicsBody2D]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
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</description>
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</method>
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<method name="overlaps_area" qualifiers="const">
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<argument index="0" name="area" type="Node">
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</argument>
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<description>
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If [code]true[/code] the given area overlaps the Area2D.
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If [code]true[/code] the given area overlaps the Area2D. Note that the result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
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</description>
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</method>
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<method name="overlaps_body" qualifiers="const">
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@ -58,7 +58,7 @@
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<argument index="0" name="body" type="Node">
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</argument>
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<description>
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If [code]true[/code] the given body overlaps the Area2D.
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If [code]true[/code] the given body overlaps the Area2D. Note that the result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
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</description>
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</method>
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<method name="set_collision_layer_bit">
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@ -39,7 +39,7 @@
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<return type="Array">
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</return>
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<description>
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Return a list of the bodies colliding with this one. By default, number of max contacts reported is at 0 , see [method set_max_contacts_reported] to increase it.
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Return a list of the bodies colliding with this one. By default, number of max contacts reported is at 0 , see [method set_max_contacts_reported] to increase it. Note that the result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.
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</description>
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</method>
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<method name="set_axis_velocity">
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@ -67,7 +67,7 @@
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<return type="Array">
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</return>
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<description>
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Returns a list of the bodies colliding with this one. Use [member contacts_reported] to set the maximum number reported. You must also set [member contact_monitor] to [code]true[/code].
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Returns a list of the bodies colliding with this one. Use [member contacts_reported] to set the maximum number reported. You must also set [member contact_monitor] to [code]true[/code]. Note that the result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.
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</description>
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</method>
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<method name="get_inertia" qualifiers="const">
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