Adds a body to the list of bodies that this body can't collide with.
Returns an array of nodes that were added as collision exceptions for this body.
Returns an individual bit on the collisionLayer.
Returns an individual bit on the collisionMask.
Removes a body from the list of bodies that this body can't collide with.
Sets individual bits on the collisionLayer bitmask. Use this if you only need to change one layer's value.
Sets individual bits on the collisionMask bitmask. Use this if you only need to change one layer's value.
The physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collisionMask property. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masksCollision layers and masks/url in the documentation for more information.
The physics layers this area scans for collisions. See url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masksCollision layers and masks/url in the documentation for more information.
Both collisionLayer and collisionMask. Returns collisionLayer when accessed. Updates collisionLayer and collisionMask when modified.
Construct a new instance of PhysicsBody2D. Note: use memnew!PhysicsBody2D instead.
Base class for all objects affected by physics in 2D space.
PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.