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- KinematicBody2DObj nodesnim/nodes2d/kinematic_body2d.html#KinematicBody2DObj kinematic_body2d: KinematicBody2DObj
- KinematicBody2DRef nodesnim/nodes2d/kinematic_body2d.html#KinematicBody2DRef kinematic_body2d: KinematicBody2DRef
- KinematicBody2D nodesnim/nodes2d/kinematic_body2d.html#KinematicBody2D,string kinematic_body2d: KinematicBody2D(name: string = "KinematicBody2D"): KinematicBody2DRef
- addChild nodesnim/nodes2d/kinematic_body2d.html#addChild.e,KinematicBody2DRef,CollisionShape2DRef kinematic_body2d: addChild(self: KinematicBody2DRef; other: CollisionShape2DRef)
- getCollideCount nodesnim/nodes2d/kinematic_body2d.html#getCollideCount.e,KinematicBody2DRef kinematic_body2d: getCollideCount(self: KinematicBody2DRef): int
- draw nodesnim/nodes2d/kinematic_body2d.html#draw.e,KinematicBody2DRef,GLfloat,GLfloat kinematic_body2d: draw(self: KinematicBody2DRef; w, h: GLfloat)
- duplicate nodesnim/nodes2d/kinematic_body2d.html#duplicate.e,KinematicBody2DRef kinematic_body2d: duplicate(self: KinematicBody2DRef): KinematicBody2DRef
- isCollide nodesnim/nodes2d/kinematic_body2d.html#isCollide.e,KinematicBody2DRef kinematic_body2d: isCollide(self: KinematicBody2DRef): bool
- moveAndCollide nodesnim/nodes2d/kinematic_body2d.html#moveAndCollide.e,KinematicBody2DRef,Vector2Obj kinematic_body2d: moveAndCollide(self: KinematicBody2DRef; vel: Vector2Obj)
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