pandemonium_engine_docs/classes/class_staticbody2d.rst

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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the StaticBody2D.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_StaticBody2D:
StaticBody2D
============
**Inherits:** :ref:`PhysicsBody2D<class_PhysicsBody2D>` **<** :ref:`CollisionObject2D<class_CollisionObject2D>` **<** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
Static body for 2D physics.
Description
-----------
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).
Properties
----------
+-----------------------------------------------+-----------------------------------------------------------------------------------------+---------------------+
| :ref:`float<class_float>` | :ref:`bounce<class_StaticBody2D_property_bounce>` | |
+-----------------------------------------------+-----------------------------------------------------------------------------------------+---------------------+
| :ref:`float<class_float>` | :ref:`constant_angular_velocity<class_StaticBody2D_property_constant_angular_velocity>` | ``0.0`` |
+-----------------------------------------------+-----------------------------------------------------------------------------------------+---------------------+
| :ref:`Vector2<class_Vector2>` | :ref:`constant_linear_velocity<class_StaticBody2D_property_constant_linear_velocity>` | ``Vector2( 0, 0 )`` |
+-----------------------------------------------+-----------------------------------------------------------------------------------------+---------------------+
| :ref:`float<class_float>` | :ref:`friction<class_StaticBody2D_property_friction>` | |
+-----------------------------------------------+-----------------------------------------------------------------------------------------+---------------------+
| :ref:`PhysicsMaterial<class_PhysicsMaterial>` | :ref:`physics_material_override<class_StaticBody2D_property_physics_material_override>` | |
+-----------------------------------------------+-----------------------------------------------------------------------------------------+---------------------+
Property Descriptions
---------------------
.. _class_StaticBody2D_property_bounce:
- :ref:`float<class_float>` **bounce**
+----------+-------------------+
| *Setter* | set_bounce(value) |
+----------+-------------------+
| *Getter* | get_bounce() |
+----------+-------------------+
The body's bounciness. Values range from ``0`` (no bounce) to ``1`` (full bounciness).
Deprecated, use :ref:`PhysicsMaterial.bounce<class_PhysicsMaterial_property_bounce>` instead via :ref:`physics_material_override<class_StaticBody2D_property_physics_material_override>`.
----
.. _class_StaticBody2D_property_constant_angular_velocity:
- :ref:`float<class_float>` **constant_angular_velocity**
+-----------+--------------------------------------+
| *Default* | ``0.0`` |
+-----------+--------------------------------------+
| *Setter* | set_constant_angular_velocity(value) |
+-----------+--------------------------------------+
| *Getter* | get_constant_angular_velocity() |
+-----------+--------------------------------------+
The body's constant angular velocity. This does not rotate the body, but affects colliding bodies, as if it were rotating.
----
.. _class_StaticBody2D_property_constant_linear_velocity:
- :ref:`Vector2<class_Vector2>` **constant_linear_velocity**
+-----------+-------------------------------------+
| *Default* | ``Vector2( 0, 0 )`` |
+-----------+-------------------------------------+
| *Setter* | set_constant_linear_velocity(value) |
+-----------+-------------------------------------+
| *Getter* | get_constant_linear_velocity() |
+-----------+-------------------------------------+
The body's constant linear velocity. This does not move the body, but affects colliding bodies, as if it were moving.
----
.. _class_StaticBody2D_property_friction:
- :ref:`float<class_float>` **friction**
+----------+---------------------+
| *Setter* | set_friction(value) |
+----------+---------------------+
| *Getter* | get_friction() |
+----------+---------------------+
The body's friction. Values range from ``0`` (no friction) to ``1`` (full friction).
Deprecated, use :ref:`PhysicsMaterial.friction<class_PhysicsMaterial_property_friction>` instead via :ref:`physics_material_override<class_StaticBody2D_property_physics_material_override>`.
----
.. _class_StaticBody2D_property_physics_material_override:
- :ref:`PhysicsMaterial<class_PhysicsMaterial>` **physics_material_override**
+----------+--------------------------------------+
| *Setter* | set_physics_material_override(value) |
+----------+--------------------------------------+
| *Getter* | get_physics_material_override() |
+----------+--------------------------------------+
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.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`