Kinematic body 2D node.
|Vector2||get_floor_velocity ( ) const|
|KinematicCollision2D||get_slide_collision ( int slide_idx )|
|int||get_slide_count ( ) const|
|bool||is_on_ceiling ( ) const|
|bool||is_on_floor ( ) const|
|bool||is_on_wall ( ) const|
|KinematicCollision2D||move_and_collide ( Vector2 rel_vec, bool infinite_inertia=true, bool exclude_raycast_shapes=true, bool test_only=false )|
|Vector2||move_and_slide ( Vector2 linear_velocity, Vector2 floor_normal=Vector2( 0, 0 ), bool infinite_inertia=true, bool stop_on_slope=false, int max_bounces=4, float floor_max_angle=0.785398 )|
|Vector2||move_and_slide_with_snap ( Vector2 linear_velocity, Vector2 snap, Vector2 floor_normal=Vector2( 0, 0 ), bool infinite_inertia=true, bool stop_on_slope=false, int max_bounces=4, float floor_max_angle=0.785398 )|
|bool||test_move ( Transform2D from, Vector2 rel_vec, bool infinite_inertia )|
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_and_collide and move_and_slide methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don’t require advanced physics.
- float collision/safe_margin
If the body is at least this close to another body, this body will consider them to be colliding.
- bool motion/sync_to_physics
true the body’s movement will be synchronized to the physics frame. This is useful when animating movement via AnimationPlayer, for example on moving platforms.
- Vector2 get_floor_velocity ( ) const
Returns the velocity of the floor. Only updates when calling move_and_slide.
Returns a KinematicCollision2D, which contains information about a collision that occurred during the last move_and_slide call. Since the body can collide several times in a single call to move_and_slide, you must specify the index of the collision in the range 0 to (get_slide_count - 1).
- int get_slide_count ( ) const
Returns the number of times the body collided and changed direction during the last call to move_and_slide.
- bool is_on_ceiling ( ) const
true if the body is on the ceiling. Only updates when calling move_and_slide.
- bool is_on_floor ( ) const
true if the body is on the floor. Only updates when calling move_and_slide.
- bool is_on_wall ( ) const
true if the body is on a wall. Only updates when calling move_and_slide.
- KinematicCollision2D move_and_collide ( Vector2 rel_vec, bool infinite_inertia=true, bool exclude_raycast_shapes=true, bool test_only=false )
Moves the body along the vector
rel_vec. The body will stop if it collides. Returns a KinematicCollision2D, which contains information about the collision.
- Vector2 move_and_slide ( Vector2 linear_velocity, Vector2 floor_normal=Vector2( 0, 0 ), bool infinite_inertia=true, bool stop_on_slope=false, int max_bounces=4, float floor_max_angle=0.785398 )
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a
KinematicBody2D or RigidBody2D, it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
linear_velocity is a value in pixels per second. Unlike in for example move_and_collide, you should not multiply it with
delta — this is done by the method.
floor_normal is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of
Vector2(0, 0), everything is considered a wall. This is useful for topdown games.
TODO: Update for stop_on_slope argument. If the body is standing on a slope and the horizontal speed (relative to the floor’s speed) goes below
slope_stop_min_velocity, the body will stop completely. This prevents the body from sliding down slopes when you include gravity in
linear_velocity. When set to lower values, the body will not be able to stand still on steep slopes.
If the body collides, it will change direction a maximum of
max_bounces times before it stops.
floor_max_angle is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
Returns the movement that remained when the body stopped. To get more detailed information about collisions that occurred, use get_slide_collision.
- Vector2 move_and_slide_with_snap ( Vector2 linear_velocity, Vector2 snap, Vector2 floor_normal=Vector2( 0, 0 ), bool infinite_inertia=true, bool stop_on_slope=false, int max_bounces=4, float floor_max_angle=0.785398 )
Moves the body while keeping it attached to slopes. Similar to move_and_slide.
As long as the
snap vector is in contact with the ground, the body will remain attached to the surface. This means you must disable snap in order to jump, for example. You can do this by setting``snap`` to``(0, 0)`` or by using move_and_slide instead.
Checks for collisions without moving the body. Virtually sets the node’s position, scale and rotation to that of the given Transform2D, then tries to move the body along the vector
true if a collision would occur.