diff --git a/tutorials/physics/physics_introduction.rst b/tutorials/physics/physics_introduction.rst index c44847004..e8cf922cc 100644 --- a/tutorials/physics/physics_introduction.rst +++ b/tutorials/physics/physics_introduction.rst @@ -114,7 +114,7 @@ Collision layers and masks One of the most powerful, but frequently misunderstood, collision features is the collision layer system. This system allows you to build up complex interactions between a variety of objects. The key concepts are **layers** -and **masks**. Each ``CollisionObject2D`` has 20 different physics layers +and **masks**. Each ``CollisionObject2D`` has 32 different physics layers it can interact with. Let's look at each of the properties in turn: @@ -168,8 +168,8 @@ would be as follows:: # Example: Setting mask value for enabling layers 1, 3 and 4 # Binary - set the bit corresponding to the layers you want to enable (1, 3, and 4) to 1, set all other bits to 0. - # Note: Layer 20 is the first bit, layer 1 is the last. The mask for layers 4,3 and 1 is therefore - 0b00000000000000001101 + # Note: Layer 32 is the first bit, layer 1 is the last. The mask for layers 4,3 and 1 is therefore + 0b10000000_00000000_00000000_00001101 # (This can be shortened to 0b1101) # Hexadecimal equivalent (1101 binary converted to hexadecimal) @@ -368,7 +368,7 @@ occurred: func _physics_process(delta): var collision_info = move_and_collide(velocity * delta) if collision_info: - var collision_point = collision_info.position + var collision_point = collision_info.get_position() .. code-tab:: csharp @@ -400,7 +400,7 @@ Or to bounce off of the colliding object: func _physics_process(delta): var collision_info = move_and_collide(velocity * delta) if collision_info: - velocity = velocity.bounce(collision_info.normal) + velocity = velocity.bounce(collision_info.get_normal()) .. code-tab:: csharp