kinematic_body2d.idx 1.3 KB

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  1. KinematicBody2DObj nodesnim/nodes2d/kinematic_body2d.html#KinematicBody2DObj kinematic_body2d: KinematicBody2DObj
  2. KinematicBody2DRef nodesnim/nodes2d/kinematic_body2d.html#KinematicBody2DRef kinematic_body2d: KinematicBody2DRef
  3. KinematicBody2D nodesnim/nodes2d/kinematic_body2d.html#KinematicBody2D,string kinematic_body2d: KinematicBody2D(name: string = "KinematicBody2D"): KinematicBody2DRef
  4. addChild nodesnim/nodes2d/kinematic_body2d.html#addChild.e,KinematicBody2DRef,CollisionShape2DRef kinematic_body2d: addChild(self: KinematicBody2DRef; other: CollisionShape2DRef)
  5. getCollideCount nodesnim/nodes2d/kinematic_body2d.html#getCollideCount.e,KinematicBody2DRef kinematic_body2d: getCollideCount(self: KinematicBody2DRef): int
  6. draw nodesnim/nodes2d/kinematic_body2d.html#draw.e,KinematicBody2DRef,GLfloat,GLfloat kinematic_body2d: draw(self: KinematicBody2DRef; w, h: GLfloat)
  7. duplicate nodesnim/nodes2d/kinematic_body2d.html#duplicate.e,KinematicBody2DRef kinematic_body2d: duplicate(self: KinematicBody2DRef): KinematicBody2DRef
  8. isCollide nodesnim/nodes2d/kinematic_body2d.html#isCollide.e,KinematicBody2DRef kinematic_body2d: isCollide(self: KinematicBody2DRef): bool
  9. moveAndCollide nodesnim/nodes2d/kinematic_body2d.html#moveAndCollide.e,KinematicBody2DRef,Vector2Obj kinematic_body2d: moveAndCollide(self: KinematicBody2DRef; vel: Vector2Obj)