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Add examples of individually setting bits in Physics introduction (#9910)
Add examples using CollisionObject2D.set_collision_mask_value(). --------- Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Co-authored-by: tetrapod <145553014+tetrapod00@users.noreply.github.com>
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@@ -180,13 +180,22 @@ would be as follows::
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# (2^(1-1)) + (2^(3-1)) + (2^(4-1)) = 1 + 4 + 8 = 13
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pow(2, 1-1) + pow(2, 3-1) + pow(2, 4-1)
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You can also set bits independently by calling ``set_collision_layer_value(layer_number, value)``
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or ``set_collision_mask_value(layer_number, value)`` on any given :ref:`CollisionObject2D <class_CollisionObject2D>` as follows::
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# Example: Setting mask value to enable layers 1, 3, and 4.
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var collider: CollisionObject2D = $CollisionObject2D # Any given collider.
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collider.set_collision_mask_value(1, true)
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collider.set_collision_mask_value(3, true)
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collider.set_collision_mask_value(4, true)
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Export annotations can be used to export bitmasks in the editor with a user-friendly GUI::
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@export_flags_2d_physics var layers_2d_physics
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Additional export annotations are available for render and navigation layers, in both 2D and 3D. See :ref:`doc_gdscript_exports_exporting_bit_flags`.
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Area2D
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------
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