KinematicBody2D¶
Inherits: PhysicsBody2D < CollisionObject2D < Node2D < CanvasItem < Node < Object
Category: Core
Brief Description¶
Kinematic body 2D node.
Member Functions¶
Variant | get_collider ( ) const |
Variant | get_collider_metadata ( ) const |
int | get_collider_shape ( ) const |
Vector2 | get_collider_velocity ( ) const |
float | get_collision_margin ( ) const |
Vector2 | get_collision_normal ( ) const |
Vector2 | get_collision_pos ( ) const |
Array | get_move_and_slide_colliders ( ) const |
Vector2 | get_travel ( ) const |
bool | is_colliding ( ) const |
bool | is_move_and_slide_on_ceiling ( ) const |
bool | is_move_and_slide_on_floor ( ) const |
bool | is_move_and_slide_on_wall ( ) const |
Vector2 | move ( Vector2 rel_vec ) |
Vector2 | move_and_slide ( Vector2 linear_velocity, Vector2 floor_normal=Vector2(0, 0), float slope_stop_min_velocity=5, int max_bounces=4 ) |
Vector2 | move_to ( Vector2 position ) |
void | revert_motion ( ) |
void | set_collision_margin ( float pixels ) |
bool | test_move ( Vector2 rel_vec ) |
bool | test_move_from ( Matrix32 from, Vector2 rel_vec ) |
Description¶
Kinematic bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all (to other types of bodies, such a character or a rigid body, these are the same as a static body). They have however, two main uses:
Simulated Motion: When these bodies are moved manually, either from code or from an AnimationPlayer (with process mode set to fixed), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc).
Kinematic Characters: KinematicBody2D also has an api for moving objects (the move method) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don’t require advanced physics.
Member Function Description¶
- Variant get_collider ( ) const
Return the velocity of the body that collided with this one.
- int get_collision_count ( ) const
- Array get_move_and_slide_colliders ( ) const
- float get_safe_margin ( ) const
- bool is_on_ceiling ( ) const
- bool is_on_floor ( ) const
- bool is_on_wall ( ) const
- bool is_move_and_slide_on_ceiling ( ) const
- bool is_move_and_slide_on_floor ( ) const
- bool is_move_and_slide_on_wall ( ) const
- Dictionary move ( Vector2 rel_vec )
Move the body in the given direction, stopping if there is an obstacle. If as a result of a movement there will be any collision then informations about this collision will be in returned dictionary. Dictionary will contains those keys:
- “position” - collision position
- “normal” - collision normal
- “local_shape” - id of this kinematic body shape that took part in a collision
- “travel” - traveled movement before being stopped
- Vector2 move_and_slide ( Vector2 linear_velocity, Vector2 floor_normal=Vector2(0, 0), float slope_stop_min_velocity=5, int max_bounces=4 )
- “collider_id” - id of the collider, it can be used when dealing with Physics2DServer
- “collider” - colliding body
- “collider_shape_index” - index of the colliding shape, inside collider body “collider_metadata”
If the body did not intersect anything, then an empty dictionary (dir.empty()==true) is returned instead. Please note that this method is less user friendly than move_and_slide. If you don’t want to program each edge case manually, then it’s recommended to use move_and_slide instead.
- Vector2 move_and_slide ( Vector2 linear_velocity, Vector2 floor_normal=4, float slope_stop_min_velocity=5, int max_bounces=Vector2( 0, 0 ), float floor_max_angle=null )
- void set_safe_margin ( float pixels )
- bool test_move ( Transform2D from, Vector2 rel_vec )
Return true if there would be a collision if the body moved from the given point in the given direction.