KinematicBody2D

Kinematic body 2D node.

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 moveAndCollide and moveAndSlide 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.

Members

Aliases

BaseClasses
alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses)
Undocumented in source.

Functions

_directStateChanged
void _directStateChanged(GodotObject arg0)
getFloorVelocity
Vector2 getFloorVelocity()

Returns the velocity of the floor. Only updates when calling moveAndSlide.

getSafeMargin
double getSafeMargin()
getSlideCollision
Ref!KinematicCollision2D getSlideCollision(long slide_idx)

Returns a KinematicCollision2D, which contains information about a collision that occurred during the last moveAndSlide call. Since the body can collide several times in a single call to moveAndSlide, you must specify the index of the collision in the range 0 to (getSlideCount - 1).

getSlideCount
long getSlideCount()

Returns the number of times the body collided and changed direction during the last call to moveAndSlide.

isOnCeiling
bool isOnCeiling()

Returns true if the body is on the ceiling. Only updates when calling moveAndSlide.

isOnFloor
bool isOnFloor()

Returns true if the body is on the floor. Only updates when calling moveAndSlide.

isOnWall
bool isOnWall()

Returns true if the body is on a wall. Only updates when calling moveAndSlide.

isSyncToPhysicsEnabled
bool isSyncToPhysicsEnabled()
moveAndCollide
Ref!KinematicCollision2D moveAndCollide(Vector2 rel_vec, bool infinite_inertia, bool exclude_raycast_shapes, bool test_only)

Moves the body along the vector rel_vec. The body will stop if it collides. Returns a KinematicCollision2D, which contains information about the collision.

moveAndSlide
Vector2 moveAndSlide(Vector2 linear_velocity, Vector2 floor_normal, bool infinite_inertia, bool stop_on_slope, long max_bounces, double floor_max_angle)

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 moveAndCollide, 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 getSlideCollision.

moveAndSlideWithSnap
Vector2 moveAndSlideWithSnap(Vector2 linear_velocity, Vector2 snap, Vector2 floor_normal, bool infinite_inertia, bool stop_on_slope, long max_bounces, double floor_max_angle)

Moves the body while keeping it attached to slopes. Similar to moveAndSlide. 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 moveAndSlide instead.

opAssign
KinematicBody2D opAssign(T n)
Undocumented in source. Be warned that the author may not have intended to support it.
opEquals
bool opEquals(KinematicBody2D other)
Undocumented in source. Be warned that the author may not have intended to support it.
opEquals
bool opEquals(typeof(null) n)
Undocumented in source. Be warned that the author may not have intended to support it.
setSafeMargin
void setSafeMargin(double pixels)
setSyncToPhysics
void setSyncToPhysics(bool enable)
testMove
bool testMove(Transform2D from, Vector2 rel_vec, bool infinite_inertia)

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 rel_vec. Returns true if a collision would occur.

Mixins

__anonymous
mixin baseCasts
Undocumented in source.

Properties

collisionSafeMargin
double collisionSafeMargin [@property getter]
double collisionSafeMargin [@property setter]

If the body is at least this close to another body, this body will consider them to be colliding.

motionSyncToPhysics
bool motionSyncToPhysics [@property getter]
bool motionSyncToPhysics [@property setter]

If 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.

Static functions

_new
KinematicBody2D _new()
Undocumented in source. Be warned that the author may not have intended to support it.

Static variables

_classBindingInitialized
bool _classBindingInitialized;
Undocumented in source.

Structs

_classBinding
struct _classBinding
Undocumented in source.

Unions

__anonymous
union __anonymous
Undocumented in source.

Variables

_GODOT_internal_name
enum string _GODOT_internal_name;
Undocumented in source.

Mixed In Members

From mixin baseCasts

as
To as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
To as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
ToRef as()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
template opCast(To)
Undocumented in source.
opCast
template opCast(To)
Undocumented in source.
opCast
template opCast(ToRef)
Undocumented in source.
opCast
void* opCast()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
godot_object opCast()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
bool opCast()
Undocumented in source. Be warned that the author may not have intended to support it.

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