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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "StaticBody2D" inherits= "PhysicsBody2D" category= "Core" version= "3.2" >
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<brief_description >
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Static body for 2D physics.
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</brief_description>
<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>
<tutorials >
</tutorials>
<methods >
</methods>
<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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Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].
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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" default= "0.0" >
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The body's constant angular velocity. 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" default= "Vector2( 0, 0 )" >
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The body's constant linear velocity. 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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Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].
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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.
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>
<constants >
</constants>
</class>