346f1ab86b
Keep on waitin'
26 lines
2.0 KiB
XML
26 lines
2.0 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="StaticBody2D" inherits="PhysicsBody2D" version="4.2" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A 2D physics body that can't be moved by external forces. When moved manually, it doesn't affect other bodies in its path.
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</brief_description>
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<description>
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A static 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationPlayer]s (with [member AnimationPlayer.playback_process_mode] set to [code]ANIMATION_PROCESS_PHYSICS[/code]), and [RemoteTransform2D].
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When [StaticBody2D] is moved, it is teleported to its new position without affecting other physics bodies in its path. If this is not desired, use [AnimatableBody2D] instead.
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[StaticBody2D] is useful for completely static objects like floors and walls, as well as moving surfaces like conveyor belts and circular revolving platforms (by using [member constant_linear_velocity] and [member constant_angular_velocity]).
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="constant_angular_velocity" type="float" setter="set_constant_angular_velocity" getter="get_constant_angular_velocity" default="0.0">
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The body's constant angular velocity. This does not rotate the body, but affects touching bodies, as if it were rotating.
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</member>
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<member name="constant_linear_velocity" type="Vector2" setter="set_constant_linear_velocity" getter="get_constant_linear_velocity" default="Vector2(0, 0)">
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The body's constant linear velocity. This does not move the body, but affects touching bodies, as if it were moving.
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</member>
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<member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override">
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The physics material override for the body.
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If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
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</member>
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</members>
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</class>
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