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Proofread and improve the whole class reference
- Document a few more properties and methods - Add more information to many classes - Fix lots of typos and gramar mistakes - Use [code] tags for parameters consistently - Use [b] and [i] tags consistently - Put "Warning:" and "Note:" on their own line to be more visible, and make them always bold - Tweak formatting in code examples to be more readable - Use double quotes consistently - Add more links to third-party technologies
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="StaticBody2D" inherits="PhysicsBody2D" category="Core" version="3.2">
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<brief_description>
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Static body for 2D Physics.
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Static body for 2D physics.
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</brief_description>
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<description>
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Static body for 2D Physics. A StaticBody2D is a body that is not intended to move. It is ideal for implementing objects in the environment, such as walls or platforms.
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Static body for 2D physics. A StaticBody2D is a body that is not intended to move. It is ideal for implementing objects in the environment, such as walls or platforms.
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Additionally, a constant linear or angular velocity can be set for the static body, which will affect colliding bodies as if it were moving (for example, a conveyor belt).
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</description>
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<tutorials>
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The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
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</member>
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<member name="constant_angular_velocity" type="float" setter="set_constant_angular_velocity" getter="get_constant_angular_velocity">
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Constant angular velocity for the body. This does not rotate the body, but affects colliding bodies, as if it were rotating.
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The body's constant angular velocity. This does not rotate the body, but affects colliding bodies, as if it were rotating.
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</member>
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<member name="constant_linear_velocity" type="Vector2" setter="set_constant_linear_velocity" getter="get_constant_linear_velocity">
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Constant linear velocity for the body. This does not move the body, but affects colliding bodies, as if it were moving.
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The body's constant linear velocity. This does not move the body, but affects colliding bodies, as if it were moving.
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</member>
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<member name="friction" type="float" setter="set_friction" getter="get_friction">
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The body's friction. Values range from [code]0[/code] (no friction) to [code]1[/code] (full friction).
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