Inherits: CollisionObject2D < Node2D < CanvasItem < Node < Object
Inherited By: KinematicBody2D, RigidBody2D, StaticBody2D
Base class for all objects affected by physics in 2D space.
PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
int | collision_layer | 1 |
int | collision_mask | 1 |
bool | input_pickable |
false (parent override)
|
int | layers |
void | add_collision_exception_with ( Node body ) |
Array | get_collision_exceptions ( ) |
bool | get_collision_layer_bit ( int bit ) const |
bool | get_collision_mask_bit ( int bit ) const |
void | remove_collision_exception_with ( Node body ) |
void | set_collision_layer_bit ( int bit, bool value ) |
void | set_collision_mask_bit ( int bit, bool value ) |
Default | 1 |
Setter | set_collision_layer(value) |
Getter | get_collision_layer() |
The physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.
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. See Collision layers and masks in the documentation for more information.
Default | 1 |
Setter | set_collision_mask(value) |
Getter | get_collision_mask() |
The physics layers this area scans for collisions. See Collision layers and masks in the documentation for more information.
Both collision_layer and collision_mask. Returns collision_layer when accessed. Updates collision_layer and collision_mask when modified.
Adds a body to the list of bodies that this body can't collide with.
Returns an array of nodes that were added as collision exceptions for this body.
Returns an individual bit on the collision_layer.
Returns an individual bit on the collision_mask.
Removes a body from the list of bodies that this body can't collide with.
Sets individual bits on the collision_layer bitmask. Use this if you only need to change one layer's value.
Sets individual bits on the collision_mask bitmask. Use this if you only need to change one layer's value.
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_physicsbody2d.html