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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "StaticBody2D" inherits= "PhysicsBody2D" category= "Core" version= "3.0-alpha" >
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<brief_description >
Static body for 2D Physics.
</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.
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>
<demos >
</demos>
<methods >
<method name= "get_bounce" qualifiers= "const" >
<return type= "float" >
</return>
<description >
Return the body bounciness.
</description>
</method>
<method name= "get_constant_angular_velocity" qualifiers= "const" >
<return type= "float" >
</return>
<description >
Return the constant angular velocity for the body.
</description>
</method>
<method name= "get_constant_linear_velocity" qualifiers= "const" >
<return type= "Vector2" >
</return>
<description >
Return the constant linear velocity for the body.
</description>
</method>
<method name= "get_friction" qualifiers= "const" >
<return type= "float" >
</return>
<description >
Return the body friction.
</description>
</method>
<method name= "set_bounce" >
<return type= "void" >
</return>
<argument index= "0" name= "bounce" type= "float" >
</argument>
<description >
Set the body bounciness, from 0 (not bouncy) to 1 (bouncy).
</description>
</method>
<method name= "set_constant_angular_velocity" >
<return type= "void" >
</return>
<argument index= "0" name= "vel" type= "float" >
</argument>
<description >
Set a constant angular velocity for the body. This does not rotate the body, but affects other bodies touching it, as if it was rotating.
</description>
</method>
<method name= "set_constant_linear_velocity" >
<return type= "void" >
</return>
<argument index= "0" name= "vel" type= "Vector2" >
</argument>
<description >
Set a constant linear velocity for the body. This does not move the body, but affects other bodies touching it, as if it was moving.
</description>
</method>
<method name= "set_friction" >
<return type= "void" >
</return>
<argument index= "0" name= "friction" type= "float" >
</argument>
<description >
Set the body friction, from 0 (frictionless) to 1 (full friction).
</description>
</method>
</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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</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>
</members>
<constants >
</constants>
</class>