d516aab8fa
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
33 lines
1.6 KiB
XML
33 lines
1.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="StaticBody2D" inherits="PhysicsBody2D" category="Core" version="3.0-stable">
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<brief_description>
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Static body for 2D Physics.
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</brief_description>
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<description>
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Static body for 2D Physics. A StaticBody2D is a body that is not intended to move. It is ideal for implementing objects in the environment, such as walls or platforms.
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Additionally, a constant linear or angular velocity can be set for the static body, which will affect colliding bodies as if it were moving (for example, a conveyor belt).
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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</methods>
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<members>
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<member name="bounce" type="float" setter="set_bounce" getter="get_bounce">
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The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
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</member>
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<member name="constant_angular_velocity" type="float" setter="set_constant_angular_velocity" getter="get_constant_angular_velocity">
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Constant angular velocity for the body. This does not rotate the body, but affects colliding 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">
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Constant linear velocity for the body. This does not move the body, but affects colliding bodies, as if it were moving.
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</member>
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<member name="friction" type="float" setter="set_friction" getter="get_friction">
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The body's friction. Values range from [code]0[/code] (no friction) to [code]1[/code] (full friction).
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</member>
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</members>
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<constants>
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</constants>
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</class>
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