This uses for create hero with physics.
Types
KinematicBody2DObj = object of Node2DObj has_collision*: bool collision_node*: CollisionShape2DPtr
KinematicBody2DPtr = ptr KinematicBody2DObj
Procs
proc KinematicBody2D(name: string; variable: var KinematicBody2DObj): KinematicBody2DPtr {...}{. raises: [], tags: [].}
-
Creates a new KinematicBody2D pointer.
Arguments:
- name is a node name.
- variable is a KinematicBody2DObj variable.
Examples:
var node_obj: KinematicBody2DObj node = KinematicBody2D("KinematicBody2D", node_obj)
proc KinematicBody2D(obj: var KinematicBody2DObj): KinematicBody2DPtr {...}{.inline, raises: [], tags: [].}
-
Creates a new KinematicBody2D pointer with deffault node name "KinematicBody2D".
Arguments:
- variable is a KinematicBody2DObj variable.
Examples:
var node_obj: KinematicBody2DObj node = KinematicBody2D(node_obj)
Methods
method addChild(self: KinematicBody2DPtr; other: CollisionShape2DPtr) {...}{.base, raises: [], tags: [].}
- Adss collision to the KinematicBody2D. This method should be called one time.
method getCollideCount(self: KinematicBody2DPtr): int {...}{.base, raises: [Exception], tags: [RootEffect].}
- Checks collision count.
method draw(self: KinematicBody2DPtr; w, h: GLfloat) {...}{.raises: [], tags: [].}
- this method uses in the window.nim.
method isCollide(self: KinematicBody2DPtr): bool {...}{.base, raises: [Exception], tags: [RootEffect].}
- Checks any collision and return true, when collide with any collision shape.
method moveAndCollide(self: KinematicBody2DPtr; vel: Vector2Ref) {...}{.base, raises: [Exception], tags: [RootEffect].}
- Moves and checks collision