summaryrefslogtreecommitdiffstats
path: root/doc/classes/KinematicBody2D.xml
diff options
context:
space:
mode:
authorBenjamin Larsson <mafortion.benjamin@gmail.com>2017-10-07 22:40:18 +0200
committerBenjamin Larsson <mafortion.benjamin@gmail.com>2017-10-07 22:40:18 +0200
commit9b15bf26f685d65add77c751e4d21b3da7bffa82 (patch)
tree3de08700af82e0fce3170b3d265fc936cfdfde46 /doc/classes/KinematicBody2D.xml
parent5e7b98171bf1ecda6da8de42922b721c493fff18 (diff)
downloadredot-engine-9b15bf26f685d65add77c751e4d21b3da7bffa82.tar.gz
Edit move_and_slide, it does a bit more than I first thought.
Diffstat (limited to 'doc/classes/KinematicBody2D.xml')
-rw-r--r--doc/classes/KinematicBody2D.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml
index 88b72d0778..e9c1b7de63 100644
--- a/doc/classes/KinematicBody2D.xml
+++ b/doc/classes/KinematicBody2D.xml
@@ -86,7 +86,7 @@
<argument index="4" name="floor_max_angle" type="float" default="0.785398">
</argument>
<description>
- 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.
+ 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 other body is a [KinematicBody2D] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
[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 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.