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godot-docs-l10n/classes/es/class_staticbody2d.rst

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.. DO NOT EDIT THIS FILE!!!
.. Generated automatically from Godot engine sources.
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.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/StaticBody2D.xml.
.. _class_StaticBody2D:
StaticBody2D
============
**Hereda:** :ref:`PhysicsBody2D<class_PhysicsBody2D>` **<** :ref:`CollisionObject2D<class_CollisionObject2D>` **<** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Heredado por:** :ref:`AnimatableBody2D<class_AnimatableBody2D>`
A 2D physics body that can't be moved by external forces. When moved manually, it doesn't affect other bodies in its path.
.. rst-class:: classref-introduction-group
Descripción
----------------------
A static 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, :ref:`AnimationMixer<class_AnimationMixer>`\ s (with :ref:`AnimationMixer.callback_mode_process<class_AnimationMixer_property_callback_mode_process>` set to :ref:`AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS<class_AnimationMixer_constant_ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS>`), and :ref:`RemoteTransform2D<class_RemoteTransform2D>`.
When **StaticBody2D** is moved, it is teleported to its new position without affecting other physics bodies in its path. If this is not desired, use :ref:`AnimatableBody2D<class_AnimatableBody2D>` instead.
\ **StaticBody2D** is useful for completely static objects like floors and walls, as well as moving surfaces like conveyor belts and circular revolving platforms (by using :ref:`constant_linear_velocity<class_StaticBody2D_property_constant_linear_velocity>` and :ref:`constant_angular_velocity<class_StaticBody2D_property_constant_angular_velocity>`).
.. rst-class:: classref-introduction-group
Tutoriales
--------------------
- :doc:`Introducción a la física <../tutorials/physics/physics_introduction>`
- :doc:`Solución de problemas de física <../tutorials/physics/troubleshooting_physics_issues>`
.. rst-class:: classref-reftable-group
Propiedades
----------------------
.. table::
:widths: auto
+-----------------------------------------------+-----------------------------------------------------------------------------------------+-------------------+
| :ref:`float<class_float>` | :ref:`constant_angular_velocity<class_StaticBody2D_property_constant_angular_velocity>` | ``0.0`` |
+-----------------------------------------------+-----------------------------------------------------------------------------------------+-------------------+
| :ref:`Vector2<class_Vector2>` | :ref:`constant_linear_velocity<class_StaticBody2D_property_constant_linear_velocity>` | ``Vector2(0, 0)`` |
+-----------------------------------------------+-----------------------------------------------------------------------------------------+-------------------+
| :ref:`PhysicsMaterial<class_PhysicsMaterial>` | :ref:`physics_material_override<class_StaticBody2D_property_physics_material_override>` | |
+-----------------------------------------------+-----------------------------------------------------------------------------------------+-------------------+
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Descripciones de Propiedades
--------------------------------------------------------
.. _class_StaticBody2D_property_constant_angular_velocity:
.. rst-class:: classref-property
:ref:`float<class_float>` **constant_angular_velocity** = ``0.0`` :ref:`🔗<class_StaticBody2D_property_constant_angular_velocity>`
.. rst-class:: classref-property-setget
- |void| **set_constant_angular_velocity**\ (\ value\: :ref:`float<class_float>`\ )
- :ref:`float<class_float>` **get_constant_angular_velocity**\ (\ )
The body's constant angular velocity. This does not rotate the body, but affects touching bodies, as if it were rotating.
.. rst-class:: classref-item-separator
----
.. _class_StaticBody2D_property_constant_linear_velocity:
.. rst-class:: classref-property
:ref:`Vector2<class_Vector2>` **constant_linear_velocity** = ``Vector2(0, 0)`` :ref:`🔗<class_StaticBody2D_property_constant_linear_velocity>`
.. rst-class:: classref-property-setget
- |void| **set_constant_linear_velocity**\ (\ value\: :ref:`Vector2<class_Vector2>`\ )
- :ref:`Vector2<class_Vector2>` **get_constant_linear_velocity**\ (\ )
The body's constant linear velocity. This does not move the body, but affects touching bodies, as if it were moving.
.. rst-class:: classref-item-separator
----
.. _class_StaticBody2D_property_physics_material_override:
.. rst-class:: classref-property
:ref:`PhysicsMaterial<class_PhysicsMaterial>` **physics_material_override** :ref:`🔗<class_StaticBody2D_property_physics_material_override>`
.. rst-class:: classref-property-setget
- |void| **set_physics_material_override**\ (\ value\: :ref:`PhysicsMaterial<class_PhysicsMaterial>`\ )
- :ref:`PhysicsMaterial<class_PhysicsMaterial>` **get_physics_material_override**\ (\ )
El material de la física se sobrescribe para el cuerpo.
Si se asigna un material a esta propiedad, se utilizará en lugar de cualquier otro material de física, como por ejemplo uno heredado.
.. |virtual| replace:: :abbr:`virtual (Normalmente, este método debería ser sobreescrito por el usuario para que tenga algún efecto.)`
.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
.. |const| replace:: :abbr:`const (Este método no tiene efectos secundarios. No modifica ninguna de las variables miembro de la instancia.)`
.. |vararg| replace:: :abbr:`vararg (Este método permite agregar cualquier número de argumentos después de los descritos aquí.)`
.. |constructor| replace:: :abbr:`constructor (Este método se utiliza para construir un tipo.)`
.. |static| replace:: :abbr:`static (Este método no necesita una instancia para ser llamado, por lo que puede llamarse directamente utilizando el nombre de la clase.)`
.. |operator| replace:: :abbr:`operator (Este método describe un operador válido para usar con este tipo como operando izquierdo.)`
.. |bitfield| replace:: :abbr:`BitField (Este valor es un entero compuesto como una máscara de bits de las siguientes banderas.)`
.. |void| replace:: :abbr:`void (Sin valor de retorno.)`