Autogen Class List

reduz 2015-05-05 07:01:31 -03:00
parent 9cd3d72194
commit d72a459354
8 changed files with 19 additions and 16 deletions

@ -20,6 +20,10 @@ General purpose area detection and influence for 2D Phisics.
* [float](class_float) **[get_angular_damp](#get_angular_damp)** **(** **)** const
* void **[set_priority](#set_priority)** **(** [float](class_float) priority **)**
* [float](class_float) **[get_priority](#get_priority)** **(** **)** const
* void **[set_collision_mask](#set_collision_mask)** **(** [int](class_int) collision_mask **)**
* [int](class_int) **[get_collision_mask](#get_collision_mask)** **(** **)** const
* void **[set_layer_mask](#set_layer_mask)** **(** [int](class_int) layer_mask **)**
* [int](class_int) **[get_layer_mask](#get_layer_mask)** **(** **)** const
* void **[set_enable_monitoring](#set_enable_monitoring)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[is_monitoring_enabled](#is_monitoring_enabled)** **(** **)** const
* void **[set_monitorable](#set_monitorable)** **(** [bool](class_bool) enable **)**

@ -49,6 +49,8 @@ Base class of anything 2D.
* [Matrix32](class_matrix32) **[get_viewport_transform](#get_viewport_transform)** **(** **)** const
* [Rect2](class_rect2) **[get_viewport_rect](#get_viewport_rect)** **(** **)** const
* [Matrix32](class_matrix32) **[get_canvas_transform](#get_canvas_transform)** **(** **)** const
* [Vector2](class_vector2) **[get_local_mouse_pos](#get_local_mouse_pos)** **(** **)** const
* [Vector2](class_vector2) **[get_global_mouse_pos](#get_global_mouse_pos)** **(** **)** const
* [RID](class_rid) **[get_canvas](#get_canvas)** **(** **)** const
* [Object](class_object) **[get_world_2d](#get_world_2d)** **(** **)** const
* void **[set_material](#set_material)** **(** [CanvasItemMaterial](class_canvasitemmaterial) material **)**

@ -15,8 +15,6 @@ Color in RGBA format.
* [String](class_string) **[to_html](#to_html)** **(** [bool](class_bool) with_alpha=True **)**
* [Color](class_color) **[Color](#Color)** **(** [float](class_float) r, [float](class_float) g, [float](class_float) b, [float](class_float) a **)**
* [Color](class_color) **[Color](#Color)** **(** [float](class_float) r, [float](class_float) g, [float](class_float) b **)**
* [Color](class_color) **[Color](#Color)** **(** [int](class_int) from **)**
* [Color](class_color) **[Color](#Color)** **(** [String](class_string) from **)**
### Member Variables
* [float](class_float) **r**
@ -76,13 +74,3 @@ Construct the color from an RGBA profile.
* [Color](class_color) **Color** **(** [float](class_float) r, [float](class_float) g, [float](class_float) b **)**
Construct the color from an RGBA profile.
#### <a name="Color">Color</a>
* [Color](class_color) **Color** **(** [int](class_int) from **)**
Construct the color from an RGBA profile.
#### <a name="Color">Color</a>
* [Color](class_color) **Color** **(** [String](class_string) from **)**
Construct the color from an RGBA profile.

@ -9,6 +9,8 @@
* [Vector2](class_vector2) **[move](#move)** **(** [Vector2](class_vector2) rel_vec **)**
* [Vector2](class_vector2) **[move&#95;to](#move_to)** **(** [Vector2](class_vector2) position **)**
* [bool](class_bool) **[test&#95;move](#test_move)** **(** [Vector2](class_vector2) rel_vec **)**
* [Vector2](class_vector2) **[get&#95;travel](#get_travel)** **(** **)** const
* void **[revert&#95;motion](#revert_motion)** **(** **)**
* [bool](class_bool) **[is&#95;colliding](#is_colliding)** **(** **)** const
* [Vector2](class_vector2) **[get&#95;collision&#95;pos](#get_collision_pos)** **(** **)** const
* [Vector2](class_vector2) **[get&#95;collision&#95;normal](#get_collision_normal)** **(** **)** const

@ -20,6 +20,7 @@
* [Matrix32](class_matrix32) **[xform](#xform)** **(** var v **)**
* [Matrix32](class_matrix32) **[xform&#95;inv](#xform_inv)** **(** var v **)**
* [Matrix32](class_matrix32) **[Matrix32](#Matrix32)** **(** [Vector2](class_vector2) x_axis, [Vector2](class_vector2) y_axis, [Vector2](class_vector2) origin **)**
* [Matrix32](class_matrix32) **[Matrix32](#Matrix32)** **(** [Transform](class_transform) from **)**
### Member Variables
* [float](class_float) **x**

@ -29,6 +29,8 @@ Physics 2D Server.
* [Matrix32](class_matrix32) **[area&#95;get&#95;shape&#95;transform](#area_get_shape_transform)** **(** [RID](class_rid) area, [int](class_int) shape_idx **)** const
* void **[area&#95;remove&#95;shape](#area_remove_shape)** **(** [RID](class_rid) area, [int](class_int) shape_idx **)**
* void **[area&#95;clear&#95;shapes](#area_clear_shapes)** **(** [RID](class_rid) area **)**
* void **[area&#95;set&#95;layer&#95;mask](#area_set_layer_mask)** **(** [RID](class_rid) area, [int](class_int) mask **)**
* void **[area&#95;set&#95;collision&#95;mask](#area_set_collision_mask)** **(** [RID](class_rid) area, [int](class_int) mask **)**
* void **[area&#95;set&#95;param](#area_set_param)** **(** [RID](class_rid) area, [int](class_int) param, var value **)**
* void **[area&#95;set&#95;transform](#area_set_transform)** **(** [RID](class_rid) area, [Matrix32](class_matrix32) transform **)**
* void **[area&#95;get&#95;param](#area_get_param)** **(** [RID](class_rid) area, [int](class_int) param **)** const
@ -59,8 +61,8 @@ Physics 2D Server.
* [int](class_int) **[body&#95;get&#95;continuous&#95;collision&#95;detection&#95;mode](#body_get_continuous_collision_detection_mode)** **(** [RID](class_rid) body **)** const
* void **[body&#95;set&#95;layer&#95;mask](#body_set_layer_mask)** **(** [RID](class_rid) body, [int](class_int) mask **)**
* [int](class_int) **[body&#95;get&#95;layer&#95;mask](#body_get_layer_mask)** **(** [RID](class_rid) body, [int](class_int) arg1 **)** const
* void **[body&#95;set&#95;user&#95;mask](#body_set_user_mask)** **(** [RID](class_rid) body, [int](class_int) mask **)**
* [int](class_int) **[body&#95;get&#95;user&#95;mask](#body_get_user_mask)** **(** [RID](class_rid) body, [int](class_int) arg1 **)** const
* void **[body&#95;set&#95;collision&#95;mask](#body_set_collision_mask)** **(** [RID](class_rid) body, [int](class_int) mask **)**
* [int](class_int) **[body&#95;get&#95;collision&#95;mask](#body_get_collision_mask)** **(** [RID](class_rid) body, [int](class_int) arg1 **)** const
* void **[body&#95;set&#95;param](#body_set_param)** **(** [RID](class_rid) body, [int](class_int) param, [float](class_float) value **)**
* [float](class_float) **[body&#95;get&#95;param](#body_get_param)** **(** [RID](class_rid) body, [int](class_int) param **)** const
* void **[body&#95;set&#95;state](#body_set_state)** **(** [RID](class_rid) body, [int](class_int) state, var value **)**

@ -8,6 +8,8 @@
### Member Functions
* void **[set&#95;layer&#95;mask](#set_layer_mask)** **(** [int](class_int) mask **)**
* [int](class_int) **[get&#95;layer&#95;mask](#get_layer_mask)** **(** **)** const
* void **[set&#95;collision&#95;mask](#set_collision_mask)** **(** [int](class_int) mask **)**
* [int](class_int) **[get&#95;collision&#95;mask](#get_collision_mask)** **(** **)** const
* void **[set&#95;one&#95;way&#95;collision&#95;direction](#set_one_way_collision_direction)** **(** [Vector2](class_vector2) dir **)**
* [Vector2](class_vector2) **[get&#95;one&#95;way&#95;collision&#95;direction](#get_one_way_collision_direction)** **(** **)** const
* void **[set&#95;one&#95;way&#95;collision&#95;max&#95;depth](#set_one_way_collision_max_depth)** **(** [float](class_float) depth **)**

@ -28,8 +28,10 @@ Node for 2D Tile-Based games.
* [bool](class_bool) **[is&#95;y&#95;sort&#95;mode&#95;enabled](#is_y_sort_mode_enabled)** **(** **)** const
* void **[set&#95;collision&#95;use&#95;kinematic](#set_collision_use_kinematic)** **(** [bool](class_bool) use_kinematic **)**
* [bool](class_bool) **[get&#95;collision&#95;use&#95;kinematic](#get_collision_use_kinematic)** **(** **)** const
* void **[set&#95;collision&#95;layer&#95;mask](#set_collision_layer_mask)** **(** [int](class_int) mask **)**
* [int](class_int) **[get&#95;collision&#95;layer&#95;mask](#get_collision_layer_mask)** **(** **)** const
* void **[set&#95;collision&#95;layer](#set_collision_layer)** **(** [int](class_int) mask **)**
* [int](class_int) **[get&#95;collision&#95;layer](#get_collision_layer)** **(** **)** const
* void **[set&#95;collision&#95;mask](#set_collision_mask)** **(** [int](class_int) mask **)**
* [int](class_int) **[get&#95;collision&#95;mask](#get_collision_mask)** **(** **)** const
* void **[set&#95;collision&#95;friction](#set_collision_friction)** **(** [float](class_float) value **)**
* [float](class_float) **[get&#95;collision&#95;friction](#get_collision_friction)** **(** **)** const
* void **[set&#95;collision&#95;bounce](#set_collision_bounce)** **(** [float](class_float) value **)**