Returns the surface normal of the floor at the last collision point. Only valid after calling moveAndSlide or moveAndSlideWithSnap and when isOnFloor returns true.
Returns the linear velocity of the floor at the last collision point. Only valid after calling moveAndSlide or moveAndSlideWithSnap and when isOnFloor returns true.
Returns a KinematicCollision2D, which contains information about a collision that occurred during the last call to moveAndSlide or moveAndSlideWithSnap. 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). Example usage:
Returns the number of times the body collided and changed direction during the last call to moveAndSlide or moveAndSlideWithSnap.
Returns true if the body collided with the ceiling on the last call of moveAndSlide or moveAndSlideWithSnap. Otherwise, returns false.
Returns true if the body collided with the floor on the last call of moveAndSlide or moveAndSlideWithSnap. Otherwise, returns false.
Returns true if the body collided with a wall on the last call of moveAndSlide or moveAndSlideWithSnap. Otherwise, returns 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. If test_only is true, the body does not move but the would-be collision information is given.
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 and rotating platforms, or to make nodes push other nodes. This method should be used in Node._physicsProcess (or in a method called by Node._physicsProcess), as it uses the physics step's delta value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. linear_velocity is the velocity vector in pixels per second. Unlike in moveAndCollide, you should not multiply it by delta — the physics engine handles applying the velocity. up_direction 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. If stop_on_slope is true, body will not slide on slopes when you include gravity in linear_velocity and the body is standing still. If the body collides, it will change direction a maximum of max_slides 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. If infinite_inertia is true, body will be able to push RigidBody2D nodes, but it won't also detect any collisions with them. If false, it will interact with RigidBody2D nodes like with StaticBody2D. Returns the linear_velocity vector, rotated and/or scaled if a slide collision occurred. To get detailed information about collisions that occurred, use getSlideCollision.
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.
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.
Extra margin used for collision recovery in motion functions (see moveAndCollide, moveAndSlide, moveAndSlideWithSnap). If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion. A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors. A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of kinematic bodies.
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. Do not use together with moveAndSlide or moveAndCollide functions.
Construct a new instance of KinematicBody2D. Note: use memnew!KinematicBody2D instead.
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 as a character or a rigid body, these are the same as a static body. However, they have two main uses: Simulated motion: When these bodies are moved manually, either from code or from an AnimationPlayer (with AnimationPlayer.playbackProcessMode set to "physics"), 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 don't require advanced physics.