Updated tutorial_physics_2d (markdown)

reduz 2014-04-19 21:33:39 -07:00
parent 53254d60b6
commit 66ee94b882

@ -30,7 +30,7 @@ var b = RectangleShape2D.new()
b.set_extents(Vector2(20,10))
```
The main use for shapes is checking collision/intersection and getting resolution information. This is done easily with the built-in functions like this:
The main use for shapes is checking collision/intersection and getting resolution information. Shapes are mostly convex, (except the concavepolygon one, which is just a list of segments to check collision against). This collision check is done easily with the built-in functions like:
```python
@ -114,3 +114,11 @@ As an example, here's the scene from the platformer, containing an Area2D with c
This one is similar to CollisionShape2D, except that instead of assigning a shape, a polygon can be edited (drawn by the user) to determine the shape. The polygon can be convex or concave, it doesn't matter.
Going back, here's the scene with the StaticBody2D, the static body is the child of a sprite (meaning if the sprite moves, the collision does too). In turn, the CollisionPolygon is a child of staticbody, meaning it adds collision shapes to it.
<p align="center"><img src="images/spritewithcollision.png"></p>
In fact, what CollisionPolygon does is to decompose the polygon in convex shapes (shapes can only be convex, remember?) and adds them to the CollisionObject2D:
<p align="center"><img src="images/decompose.png"></p>