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Merge pull request #7824 from Piralein/area2d

Max Hilbrunner 1 gadu atpakaļ
vecāks
revīzija
0d72d5ab21

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tutorials/physics/img/area2d_coin_nodes.png


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tutorials/physics/img/area2d_coin_nodes.webp


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tutorials/physics/img/area2d_properties.png


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tutorials/physics/img/area2d_properties.webp


+ 15 - 15
tutorials/physics/using_area_2d.rst

@@ -28,21 +28,21 @@ Area properties
 
 
 Areas have many properties you can use to customize their behavior.
 Areas have many properties you can use to customize their behavior.
 
 
-.. image:: img/area2d_properties.png
+.. image:: img/area2d_properties.webp
 
 
-The first eight properties are used to configure the area's physics override
-behavior. We'll look at how to use those in the section below.
+The ``Gravity``, ``Linear Damp``, and ``Angular Damp`` sections
+are used to configure the area's physics override behavior.
+We'll look at how to use those in the *Area influence* section below.
 
 
-*Monitoring* and *Monitorable* are used to enable and disable the area.
+``Monitoring`` and ``Monitorable`` are used to enable and disable the area.
 
 
-The "Collision" section is where you configure the area's collision layer(s)
-and mask(s).
-
-The "Audio Bus" section allows you to override audio in the area, for example to
+The ``Audio Bus`` section allows you to override audio in the area, for example to
 apply an audio effect when the player moves through.
 apply an audio effect when the player moves through.
 
 
 Note that Area2D extends :ref:`CollisionObject2D <class_CollisionObject2D>`, so it
 Note that Area2D extends :ref:`CollisionObject2D <class_CollisionObject2D>`, so it
-also provides properties inherited from that class, such as ``input_pickable``.
+also provides properties inherited from that class.
+The ``Collision`` section of ``CollisionObject2D`` is where you configure the
+area's collision layer(s) and mask(s).
 
 
 Overlap detection
 Overlap detection
 -----------------
 -----------------
@@ -57,7 +57,7 @@ to disappear when the player touches it.
 
 
 Here's the node setup for the coin:
 Here's the node setup for the coin:
 
 
-.. image:: img/area2d_coin_nodes.png
+.. image:: img/area2d_coin_nodes.webp
 
 
 To detect the overlap, we'll connect the appropriate signal on the Area2D. Which
 To detect the overlap, we'll connect the appropriate signal on the Area2D. Which
 signal to use depends on the player's node type. If the player is another area,
 signal to use depends on the player's node type. If the player is another area,
@@ -102,8 +102,8 @@ Area influence
 --------------
 --------------
 
 
 The second major use for area nodes is to alter physics. By default, the area
 The second major use for area nodes is to alter physics. By default, the area
-won't do this, but you can enable this with the *Space Override* property. When
-areas overlap, they are processed in *Priority* order (higher priority areas are
+won't do this, but you can enable this with the ``Space Override`` property. When
+areas overlap, they are processed in ``Priority`` order (higher priority areas are
 processed first). There are four options for override:
 processed first). There are four options for override:
 
 
 - *Combine* - The area adds its values to what has been calculated so far.
 - *Combine* - The area adds its values to what has been calculated so far.
@@ -117,15 +117,15 @@ overlapping areas.
 The physics properties that can be overridden are:
 The physics properties that can be overridden are:
 
 
 - *Gravity* - Gravity's strength inside the area.
 - *Gravity* - Gravity's strength inside the area.
-- *Gravity Vec* - Gravity's direction. This vector does not need to be normalized.
+- *Gravity Direction* - This vector does not need to be normalized.
 - *Linear Damp* - How quickly objects stop moving - linear velocity lost per second.
 - *Linear Damp* - How quickly objects stop moving - linear velocity lost per second.
 - *Angular Damp* - How quickly objects stop spinning - angular velocity lost per second.
 - *Angular Damp* - How quickly objects stop spinning - angular velocity lost per second.
 
 
 Point gravity
 Point gravity
 ~~~~~~~~~~~~~
 ~~~~~~~~~~~~~
 
 
-The *Gravity Point* property allows you to create an "attractor". Gravity in the
-area will be calculated towards a point, given by the *Gravity Vec* property.
+The ``Gravity Point`` property allows you to create an "attractor". Gravity in the
+area will be calculated towards a point, given by the ``Point Center`` property.
 Values are relative to the Area2D, so for example using ``(0, 0)`` will attract
 Values are relative to the Area2D, so for example using ``(0, 0)`` will attract
 objects to the center of the area.
 objects to the center of the area.