From 94150b8e8ee582c8992996f02f69cd37e67d4e92 Mon Sep 17 00:00:00 2001 From: Benjamin Larsson Date: Sat, 7 Oct 2017 20:30:53 +0200 Subject: [PATCH] Small changes to KinematicBody2D docs. --- doc/classes/KinematicBody2D.xml | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-) diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml index 3a0f52f8faf..ac375aa42d6 100644 --- a/doc/classes/KinematicBody2D.xml +++ b/doc/classes/KinematicBody2D.xml @@ -17,7 +17,7 @@ - Returns the velocity of the floor. If the floor is not a KinematicBody2D, this will always be [code]Vector2(0,0)[/code]. Only updates when calling [method move_and_slide]. + Returns the velocity of the floor. If the floor is not a KinematicBody2D, this will always be [code]Vector2(0, 0)[/code]. Only updates when calling [method move_and_slide]. @@ -86,11 +86,12 @@ - Moves the body along a vector. [code]linear_velocity[/code] is a value in pixels per second. If the body collides with another, it will slide along the other body rather than stop immediately. If the floor the node stands on is also a KinematicBody2D, the node will follow the floor's motion. This works regardless of the method used to move the floor. You can use this to make moving or rotating platforms. + Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the floor the node stands on is also a KinematicBody2D, the node will follow the floor's motion. This works regardless of the method used to move the floor. You can use this to make moving or rotating platforms. + [code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it with [code]delta[/delta] — this is done by the method. [code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games. - If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes. + If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes. If the body collides, it will change direction a maximum of [code]max_bounces[/code] times before it stops. - [code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. + [code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees. Returns the movement that remained when the body stopped. To get more detailed information about collisions that occured, use [method get_slide_collision]. @@ -110,7 +111,7 @@ - Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform2D]. Then tries to move the body along the vector [code]rel_vec[/code]. Returns true if it encounters any obstacle. + Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]rel_vec[/code]. Returns true if a collision would occur.