Base class for all objects affected by physics in 2D space.
PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html
Adds a body to the list of bodies that this body can't collide with.
Returns an array of nodes that were added as collision exceptions for this body.
Returns an individual bit on the [member collision_layer].
Returns an individual bit on the [member collision_mask].
Removes a body from the list of bodies that this body can't collide with.
Sets individual bits on the [member collision_layer] bitmask. Use this if you only need to change one layer's value.
Sets individual bits on the [member collision_mask] bitmask. Use this if you only need to change one layer's value.
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 [member 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. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
Both [member collision_layer] and [member collision_mask]. Returns [member collision_layer] when accessed. Updates [member collision_layer] and [member collision_mask] when modified.