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Autogen Class List
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@ -20,6 +20,10 @@ General purpose area detection and influence for 2D Phisics.
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* [float](class_float) **[get_angular_damp](#get_angular_damp)** **(** **)** const
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* void **[set_priority](#set_priority)** **(** [float](class_float) priority **)**
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* [float](class_float) **[get_priority](#get_priority)** **(** **)** const
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* void **[set_collision_mask](#set_collision_mask)** **(** [int](class_int) collision_mask **)**
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* [int](class_int) **[get_collision_mask](#get_collision_mask)** **(** **)** const
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* void **[set_layer_mask](#set_layer_mask)** **(** [int](class_int) layer_mask **)**
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* [int](class_int) **[get_layer_mask](#get_layer_mask)** **(** **)** const
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* void **[set_enable_monitoring](#set_enable_monitoring)** **(** [bool](class_bool) enable **)**
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* [bool](class_bool) **[is_monitoring_enabled](#is_monitoring_enabled)** **(** **)** const
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* void **[set_monitorable](#set_monitorable)** **(** [bool](class_bool) enable **)**
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@ -49,6 +49,8 @@ Base class of anything 2D.
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* [Matrix32](class_matrix32) **[get_viewport_transform](#get_viewport_transform)** **(** **)** const
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* [Rect2](class_rect2) **[get_viewport_rect](#get_viewport_rect)** **(** **)** const
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* [Matrix32](class_matrix32) **[get_canvas_transform](#get_canvas_transform)** **(** **)** const
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* [Vector2](class_vector2) **[get_local_mouse_pos](#get_local_mouse_pos)** **(** **)** const
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* [Vector2](class_vector2) **[get_global_mouse_pos](#get_global_mouse_pos)** **(** **)** const
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* [RID](class_rid) **[get_canvas](#get_canvas)** **(** **)** const
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* [Object](class_object) **[get_world_2d](#get_world_2d)** **(** **)** const
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* void **[set_material](#set_material)** **(** [CanvasItemMaterial](class_canvasitemmaterial) material **)**
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@ -15,8 +15,6 @@ Color in RGBA format.
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* [String](class_string) **[to_html](#to_html)** **(** [bool](class_bool) with_alpha=True **)**
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* [Color](class_color) **[Color](#Color)** **(** [float](class_float) r, [float](class_float) g, [float](class_float) b, [float](class_float) a **)**
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* [Color](class_color) **[Color](#Color)** **(** [float](class_float) r, [float](class_float) g, [float](class_float) b **)**
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* [Color](class_color) **[Color](#Color)** **(** [int](class_int) from **)**
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* [Color](class_color) **[Color](#Color)** **(** [String](class_string) from **)**
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### Member Variables
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* [float](class_float) **r**
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@ -76,13 +74,3 @@ Construct the color from an RGBA profile.
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* [Color](class_color) **Color** **(** [float](class_float) r, [float](class_float) g, [float](class_float) b **)**
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Construct the color from an RGBA profile.
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#### <a name="Color">Color</a>
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* [Color](class_color) **Color** **(** [int](class_int) from **)**
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Construct the color from an RGBA profile.
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#### <a name="Color">Color</a>
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* [Color](class_color) **Color** **(** [String](class_string) from **)**
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Construct the color from an RGBA profile.
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@ -9,6 +9,8 @@
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* [Vector2](class_vector2) **[move](#move)** **(** [Vector2](class_vector2) rel_vec **)**
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* [Vector2](class_vector2) **[move_to](#move_to)** **(** [Vector2](class_vector2) position **)**
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* [bool](class_bool) **[test_move](#test_move)** **(** [Vector2](class_vector2) rel_vec **)**
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* [Vector2](class_vector2) **[get_travel](#get_travel)** **(** **)** const
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* void **[revert_motion](#revert_motion)** **(** **)**
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* [bool](class_bool) **[is_colliding](#is_colliding)** **(** **)** const
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* [Vector2](class_vector2) **[get_collision_pos](#get_collision_pos)** **(** **)** const
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* [Vector2](class_vector2) **[get_collision_normal](#get_collision_normal)** **(** **)** const
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@ -20,6 +20,7 @@
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* [Matrix32](class_matrix32) **[xform](#xform)** **(** var v **)**
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* [Matrix32](class_matrix32) **[xform_inv](#xform_inv)** **(** var v **)**
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* [Matrix32](class_matrix32) **[Matrix32](#Matrix32)** **(** [Vector2](class_vector2) x_axis, [Vector2](class_vector2) y_axis, [Vector2](class_vector2) origin **)**
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* [Matrix32](class_matrix32) **[Matrix32](#Matrix32)** **(** [Transform](class_transform) from **)**
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### Member Variables
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* [float](class_float) **x**
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@ -29,6 +29,8 @@ Physics 2D Server.
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* [Matrix32](class_matrix32) **[area_get_shape_transform](#area_get_shape_transform)** **(** [RID](class_rid) area, [int](class_int) shape_idx **)** const
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* void **[area_remove_shape](#area_remove_shape)** **(** [RID](class_rid) area, [int](class_int) shape_idx **)**
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* void **[area_clear_shapes](#area_clear_shapes)** **(** [RID](class_rid) area **)**
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* void **[area_set_layer_mask](#area_set_layer_mask)** **(** [RID](class_rid) area, [int](class_int) mask **)**
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* void **[area_set_collision_mask](#area_set_collision_mask)** **(** [RID](class_rid) area, [int](class_int) mask **)**
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* void **[area_set_param](#area_set_param)** **(** [RID](class_rid) area, [int](class_int) param, var value **)**
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* void **[area_set_transform](#area_set_transform)** **(** [RID](class_rid) area, [Matrix32](class_matrix32) transform **)**
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* void **[area_get_param](#area_get_param)** **(** [RID](class_rid) area, [int](class_int) param **)** const
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@ -59,8 +61,8 @@ Physics 2D Server.
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* [int](class_int) **[body_get_continuous_collision_detection_mode](#body_get_continuous_collision_detection_mode)** **(** [RID](class_rid) body **)** const
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* void **[body_set_layer_mask](#body_set_layer_mask)** **(** [RID](class_rid) body, [int](class_int) mask **)**
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* [int](class_int) **[body_get_layer_mask](#body_get_layer_mask)** **(** [RID](class_rid) body, [int](class_int) arg1 **)** const
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* void **[body_set_user_mask](#body_set_user_mask)** **(** [RID](class_rid) body, [int](class_int) mask **)**
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* [int](class_int) **[body_get_user_mask](#body_get_user_mask)** **(** [RID](class_rid) body, [int](class_int) arg1 **)** const
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* void **[body_set_collision_mask](#body_set_collision_mask)** **(** [RID](class_rid) body, [int](class_int) mask **)**
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* [int](class_int) **[body_get_collision_mask](#body_get_collision_mask)** **(** [RID](class_rid) body, [int](class_int) arg1 **)** const
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* void **[body_set_param](#body_set_param)** **(** [RID](class_rid) body, [int](class_int) param, [float](class_float) value **)**
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* [float](class_float) **[body_get_param](#body_get_param)** **(** [RID](class_rid) body, [int](class_int) param **)** const
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* void **[body_set_state](#body_set_state)** **(** [RID](class_rid) body, [int](class_int) state, var value **)**
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@ -8,6 +8,8 @@
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### Member Functions
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* void **[set_layer_mask](#set_layer_mask)** **(** [int](class_int) mask **)**
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* [int](class_int) **[get_layer_mask](#get_layer_mask)** **(** **)** const
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* void **[set_collision_mask](#set_collision_mask)** **(** [int](class_int) mask **)**
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* [int](class_int) **[get_collision_mask](#get_collision_mask)** **(** **)** const
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* void **[set_one_way_collision_direction](#set_one_way_collision_direction)** **(** [Vector2](class_vector2) dir **)**
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* [Vector2](class_vector2) **[get_one_way_collision_direction](#get_one_way_collision_direction)** **(** **)** const
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* void **[set_one_way_collision_max_depth](#set_one_way_collision_max_depth)** **(** [float](class_float) depth **)**
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@ -28,8 +28,10 @@ Node for 2D Tile-Based games.
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* [bool](class_bool) **[is_y_sort_mode_enabled](#is_y_sort_mode_enabled)** **(** **)** const
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* void **[set_collision_use_kinematic](#set_collision_use_kinematic)** **(** [bool](class_bool) use_kinematic **)**
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* [bool](class_bool) **[get_collision_use_kinematic](#get_collision_use_kinematic)** **(** **)** const
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* void **[set_collision_layer_mask](#set_collision_layer_mask)** **(** [int](class_int) mask **)**
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* [int](class_int) **[get_collision_layer_mask](#get_collision_layer_mask)** **(** **)** const
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* void **[set_collision_layer](#set_collision_layer)** **(** [int](class_int) mask **)**
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* [int](class_int) **[get_collision_layer](#get_collision_layer)** **(** **)** const
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* void **[set_collision_mask](#set_collision_mask)** **(** [int](class_int) mask **)**
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* [int](class_int) **[get_collision_mask](#get_collision_mask)** **(** **)** const
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* void **[set_collision_friction](#set_collision_friction)** **(** [float](class_float) value **)**
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* [float](class_float) **[get_collision_friction](#get_collision_friction)** **(** **)** const
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* void **[set_collision_bounce](#set_collision_bounce)** **(** [float](class_float) value **)**
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