diff options
Diffstat (limited to 'doc/classes/Area2D.xml')
| -rw-r--r-- | doc/classes/Area2D.xml | 232 |
1 files changed, 0 insertions, 232 deletions
diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml index 246a6b63e4..964275c27d 100644 --- a/doc/classes/Area2D.xml +++ b/doc/classes/Area2D.xml @@ -11,26 +11,6 @@ <demos> </demos> <methods> - <method name="get_angular_damp" qualifiers="const"> - <return type="float"> - </return> - <description> - Return the angular damp rate. - </description> - </method> - <method name="get_audio_bus_name" qualifiers="const"> - <return type="String"> - </return> - <description> - </description> - </method> - <method name="get_collision_layer" qualifiers="const"> - <return type="int"> - </return> - <description> - Return the physics layer this area is in. - </description> - </method> <method name="get_collision_layer_bit" qualifiers="const"> <return type="bool"> </return> @@ -40,13 +20,6 @@ Return an individual bit on the layer mask. Describes whether other areas will collide with this one on the given layer. </description> </method> - <method name="get_collision_mask" qualifiers="const"> - <return type="int"> - </return> - <description> - Return the physics layers this area will scan to determine collisions. - </description> - </method> <method name="get_collision_mask_bit" qualifiers="const"> <return type="bool"> </return> @@ -56,34 +29,6 @@ Return an individual bit on the collision mask. Describes whether this area will collide with others on the given layer. </description> </method> - <method name="get_gravity" qualifiers="const"> - <return type="float"> - </return> - <description> - Return the gravity intensity. - </description> - </method> - <method name="get_gravity_distance_scale" qualifiers="const"> - <return type="float"> - </return> - <description> - Return the falloff factor for point gravity. - </description> - </method> - <method name="get_gravity_vector" qualifiers="const"> - <return type="Vector2"> - </return> - <description> - Return the gravity vector. If gravity is a point (see [method is_gravity_a_point]), this will be the attraction center. - </description> - </method> - <method name="get_linear_damp" qualifiers="const"> - <return type="float"> - </return> - <description> - Return the linear damp rate. - </description> - </method> <method name="get_overlapping_areas" qualifiers="const"> <return type="Array"> </return> @@ -98,47 +43,6 @@ Returns a list of intersecting [PhysicsBody2D]s. </description> </method> - <method name="get_priority" qualifiers="const"> - <return type="float"> - </return> - <description> - Return the processing order of this area. - </description> - </method> - <method name="get_space_override_mode" qualifiers="const"> - <return type="int" enum="Area2D.SpaceOverride"> - </return> - <description> - Return the space override mode. - </description> - </method> - <method name="is_gravity_a_point" qualifiers="const"> - <return type="bool"> - </return> - <description> - Return whether gravity is a point. A point gravity will attract objects towards it, as opposed to a gravity vector, which moves them in a given direction. - </description> - </method> - <method name="is_monitorable" qualifiers="const"> - <return type="bool"> - </return> - <description> - Return whether this area can be detected by other, monitoring, areas. - </description> - </method> - <method name="is_monitoring" qualifiers="const"> - <return type="bool"> - </return> - <description> - Return whether this area detects bodies/areas entering/exiting it. - </description> - </method> - <method name="is_overriding_audio_bus" qualifiers="const"> - <return type="bool"> - </return> - <description> - </description> - </method> <method name="overlaps_area" qualifiers="const"> <return type="bool"> </return> @@ -157,43 +61,6 @@ If [code]true[/code] the given body overlaps the Area2D. </description> </method> - <method name="set_angular_damp"> - <return type="void"> - </return> - <argument index="0" name="angular_damp" type="float"> - </argument> - <description> - Set the rate at which objects stop spinning in this area, if there are not any other forces making it spin. The value is a fraction of its current speed, lost per second. Thus, a value of 1.0 should mean stopping immediately, and 0.0 means the object never stops. - In practice, as the fraction of speed lost gets smaller with each frame, a value of 1.0 does not mean the object will stop in exactly one second. Only when the physics calculations are done at 1 frame per second, it does stop in a second. - </description> - </method> - <method name="set_audio_bus_name"> - <return type="void"> - </return> - <argument index="0" name="name" type="String"> - </argument> - <description> - </description> - </method> - <method name="set_audio_bus_override"> - <return type="void"> - </return> - <argument index="0" name="enable" type="bool"> - </argument> - <description> - </description> - </method> - <method name="set_collision_layer"> - <return type="void"> - </return> - <argument index="0" name="collision_layer" type="int"> - </argument> - <description> - Set the physics layers this area is in. - Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using [method set_collision_mask]. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. - </description> - </method> <method name="set_collision_layer_bit"> <return type="void"> </return> @@ -205,15 +72,6 @@ Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier. </description> </method> - <method name="set_collision_mask"> - <return type="void"> - </return> - <argument index="0" name="collision_mask" type="int"> - </argument> - <description> - Set the physics layers this area can scan for collisions. - </description> - </method> <method name="set_collision_mask_bit"> <return type="void"> </return> @@ -225,96 +83,6 @@ Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier. </description> </method> - <method name="set_gravity"> - <return type="void"> - </return> - <argument index="0" name="gravity" type="float"> - </argument> - <description> - Set the gravity intensity. This is useful to alter the force of gravity without altering its direction. - This value multiplies the gravity vector, whether it is the given vector ([method set_gravity_vector]), or a calculated one (when using a center of gravity). - </description> - </method> - <method name="set_gravity_distance_scale"> - <return type="void"> - </return> - <argument index="0" name="distance_scale" type="float"> - </argument> - <description> - Set the falloff factor for point gravity. The greater this value is, the faster the strength of gravity decreases with the square of distance. - </description> - </method> - <method name="set_gravity_is_point"> - <return type="void"> - </return> - <argument index="0" name="enable" type="bool"> - </argument> - <description> - When overriding space parameters, this method sets whether this area has a center of gravity. To set/get the location of the center of gravity, use [method set_gravity_vector]/[method get_gravity_vector]. - </description> - </method> - <method name="set_gravity_vector"> - <return type="void"> - </return> - <argument index="0" name="vector" type="Vector2"> - </argument> - <description> - Set the gravity vector. This vector does not have to be normalized. - If gravity is a point (see [method is_gravity_a_point]), this will be the attraction center. - </description> - </method> - <method name="set_linear_damp"> - <return type="void"> - </return> - <argument index="0" name="linear_damp" type="float"> - </argument> - <description> - Set the rate at which objects stop moving in this area, if there are not any other forces moving it. The value is a fraction of its current speed, lost per second. Thus, a value of 1.0 should mean stopping immediately, and 0.0 means the object never stops. - In practice, as the fraction of speed lost gets smaller with each frame, a value of 1.0 does not mean the object will stop in exactly one second. Only when the physics calculations are done at 1 frame per second, it does stop in a second. - </description> - </method> - <method name="set_monitorable"> - <return type="void"> - </return> - <argument index="0" name="enable" type="bool"> - </argument> - <description> - Set whether this area can be detected by other, monitoring, areas. Only areas need to be marked as monitorable. Bodies are always so. - </description> - </method> - <method name="set_monitoring"> - <return type="void"> - </return> - <argument index="0" name="enable" type="bool"> - </argument> - <description> - Set whether this area can detect bodies/areas entering/exiting it. - </description> - </method> - <method name="set_priority"> - <return type="void"> - </return> - <argument index="0" name="priority" type="float"> - </argument> - <description> - Set the order in which the area is processed. Greater values mean the area gets processed first. This is useful for areas which have a space override different from AREA_SPACE_OVERRIDE_DISABLED or AREA_SPACE_OVERRIDE_COMBINE, as they replace values, and are thus order-dependent. - Areas with the same priority value get evaluated in an unpredictable order, and should be differentiated if evaluation order is to be important. - </description> - </method> - <method name="set_space_override_mode"> - <return type="void"> - </return> - <argument index="0" name="space_override_mode" type="int" enum="Area2D.SpaceOverride"> - </argument> - <description> - Set the space override mode. This mode controls how an area affects gravity and damp. - AREA_SPACE_OVERRIDE_DISABLED: This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them. - AREA_SPACE_OVERRIDE_COMBINE: This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects. - AREA_SPACE_OVERRIDE_COMBINE_REPLACE: This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one. - AREA_SPACE_OVERRIDE_REPLACE: This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas. - AREA_SPACE_OVERRIDE_REPLACE_COMBINE: This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one. - </description> - </method> </methods> <members> <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp"> |
