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Fix code block formatting and reference in Physics introduction
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@@ -537,7 +537,10 @@ the :ref:`RigidBody <class_RigidBody>` we collided with to ``MODE_STATIC`` so it
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Finally, we set the grabbed :ref:`RigidBody <class_RigidBody>`'s collision layer and collision mask to ``0``.
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This will make the grabbed :ref:`RigidBody <class_RigidBody>` have no collision layer or mask, which means it will not be able to collide with anything as long as we are holding it.
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.. note:: See :ref:`doc_physics_introduction_collision_layer_code_example` for more information on Godot collision masks.
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.. note::
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See :ref:`Physics introduction <doc_physics_introduction_collision_layer_code_example>`
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for more information on Godot collision masks.
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______
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@@ -125,7 +125,8 @@ be assigned in Project Settings -> Layer Names.
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.. image:: img/physics_layer_names.png
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**GUI example:**
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GUI example
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^^^^^^^^^^^
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You have four node types in your game: Walls, Player, Enemy, and Coin. Both
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Player and Enemy should collide with Walls. The Player node should detect
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@@ -140,7 +141,10 @@ interact with. For example, the Player's settings would look like this:
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.. image:: img/player_collision_layers.png
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.. image:: img/player_collision_mask.png
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**Code example:**
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.. _doc_physics_introduction_collision_layer_code_example:
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Code example
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^^^^^^^^^^^^
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In function calls, layers are specified as a bitmask. Where a function enables
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all layers by default, the layer mask will be given as ``0x7fffffff``. Your code
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@@ -148,9 +152,7 @@ can use binary, hexadecimal, or decimal notation for layer masks, depending
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on your preference.
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The code equivalent of the above example where layers 1, 3 and 4 were enabled
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would be as follows:
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.. _doc_physics_introduction_collision_layer_code_example:
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would be as follows::
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# Example: Setting mask value for enabling layers 1, 3 and 4
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