Updated tutorial_physics_2d (markdown)

reduz 2014-04-19 20:03:00 -07:00
parent 74b31c0e5e
commit e5152561cf

@ -86,6 +86,8 @@ To solve all these problems, Godot has a physics and collision engine that is we
[CollisionObject2D](class_collisionobject2d) is the (virtual) base node for everything that can be collided in 2D. Area2D, StaticBody2D, KinematicBody2D and RigidBody2D all inherit from it. This node contains a list of shapes (Shape2D) and a relative transform. This means that all collisionable objects in Godot can use multiple shapes at different transforms (offset/scale/rotation). Just remember that, as mentioned before, **non-uniform scale will not work for circle and capsule shapes**.
<p align="center"><img src="images/collision_inheritance.png"></p>
### Creating a StaticBody