Inherits: PhysicsBody2D < CollisionObject2D < Node2D < CanvasItem < Node < Object
Static body for 2D physics.
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).
| float | bounce | |
| float | constant_angular_velocity | 0.0 |
| Vector2 | constant_linear_velocity | Vector2( 0, 0 ) |
| float | friction | |
| PhysicsMaterial | physics_material_override |
| Setter | set_bounce(value) |
| Getter | get_bounce() |
The body's bounciness. Values range from 0 (no bounce) to 1 (full bounciness).
Deprecated, use PhysicsMaterial.bounce instead via physics_material_override.
| 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.
| 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.
| Setter | set_friction(value) |
| Getter | get_friction() |
The body's friction. Values range from 0 (no friction) to 1 (full friction).
Deprecated, use PhysicsMaterial.friction instead via 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.
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_staticbody2d.html