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godot-docs/classes/class_rayshape2d.rst
2018-12-27 11:16:05 +01:00

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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the RayShape2D.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_RayShape2D:
RayShape2D
==========
**Inherits:** :ref:`Shape2D<class_Shape2D>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Ray shape for 2D collisions.
Properties
----------
+---------------------------+--------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`length<class_RayShape2D_length>` |
+---------------------------+--------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`slips_on_slope<class_RayShape2D_slips_on_slope>` |
+---------------------------+--------------------------------------------------------+
Description
-----------
Ray shape for 2D collisions. A ray is not really a collision body, instead it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
Property Descriptions
---------------------
.. _class_RayShape2D_length:
- :ref:`float<class_float>` **length**
+----------+-------------------+
| *Setter* | set_length(value) |
+----------+-------------------+
| *Getter* | get_length() |
+----------+-------------------+
The ray's length.
.. _class_RayShape2D_slips_on_slope:
- :ref:`bool<class_bool>` **slips_on_slope**
+----------+---------------------------+
| *Setter* | set_slips_on_slope(value) |
+----------+---------------------------+
| *Getter* | get_slips_on_slope() |
+----------+---------------------------+
If ``true``, allow the shape to return the correct normal. Default value: ``false``.