d12b44ca13
Now static body is used for moving platforms through kinematic motion property, so sync to physics needs to be in StaticBody2D instead of CharacterBody2D. Constant kinematic motion is also supported in combination with sync to physics for smoother movements.
39 lines
3.4 KiB
XML
39 lines
3.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="StaticBody2D" inherits="PhysicsBody2D" version="4.0">
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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 static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidBody2D], they don't consume any CPU resources as long as they don't move.
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They however have extra functionalities to move and affect other bodies:
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[b]Constant velocity:[/b] [member constant_linear_velocity] and [member constant_angular_velocity] can be set for the static body, so even if it doesn't move, it affects other bodies as if it was moving (this is useful for simulating conveyor belts or conveyor wheels).
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[b]Transform change:[/b] Static bodies can be also moved by code. Unless [member kinematic_motion] is enabled, they are just teleported in this case and don't affect other bodies on their path.
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[b]Kinematic motion:[/b] Static bodies can have [member kinematic_motion] enabled to make them kinematic bodies that can be moved by code and push other bodies on their path.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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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 (unless [member kinematic_motion] is enabled), but affects other bodies that touch it, 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 (unless [member kinematic_motion] is enabled), but affects other bodies that touch it, as if it were moving.
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</member>
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<member name="kinematic_motion" type="bool" setter="set_kinematic_motion_enabled" getter="is_kinematic_motion_enabled" default="false">
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If [code]true[/code], the body will act the same as a [RigidBody2D] in [constant RigidBody2D.MODE_KINEMATIC] mode.
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When the body is moved manually, either from code or from an [AnimationPlayer] (with [member AnimationPlayer.playback_process_mode] set to [code]physics[/code]), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc).
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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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<member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false">
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If [code]true[/code] and [member kinematic_motion] is enabled, the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method PhysicsBody2D.move_and_collide].
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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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