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Эх сурвалжийг харах

Update physics_introduction.rst

Fix the code so that it can run normally and correct some of the document errors
kkoang 2 жил өмнө
parent
commit
7f6a4084fb

+ 5 - 5
tutorials/physics/physics_introduction.rst

@@ -114,7 +114,7 @@ Collision layers and masks
 One of the most powerful, but frequently misunderstood, collision features
 One of the most powerful, but frequently misunderstood, collision features
 is the collision layer system. This system allows you to build up complex
 is the collision layer system. This system allows you to build up complex
 interactions between a variety of objects. The key concepts are **layers**
 interactions between a variety of objects. The key concepts are **layers**
-and **masks**. Each ``CollisionObject2D`` has 20 different physics layers
+and **masks**. Each ``CollisionObject2D`` has 32 different physics layers
 it can interact with.
 it can interact with.
 
 
 Let's look at each of the properties in turn:
 Let's look at each of the properties in turn:
@@ -168,8 +168,8 @@ would be as follows::
     # Example: Setting mask value for enabling layers 1, 3 and 4
     # Example: Setting mask value for enabling layers 1, 3 and 4
 
 
     # Binary - set the bit corresponding to the layers you want to enable (1, 3, and 4) to 1, set all other bits to 0.
     # Binary - set the bit corresponding to the layers you want to enable (1, 3, and 4) to 1, set all other bits to 0.
-    # Note: Layer 20 is the first bit, layer 1 is the last. The mask for layers 4,3 and 1 is therefore
-    0b00000000000000001101
+    # Note: Layer 32 is the first bit, layer 1 is the last. The mask for layers 4,3 and 1 is therefore
+    0b10000000_00000000_00000000_00001101
     # (This can be shortened to 0b1101)
     # (This can be shortened to 0b1101)
 
 
     # Hexadecimal equivalent (1101 binary converted to hexadecimal)
     # Hexadecimal equivalent (1101 binary converted to hexadecimal)
@@ -368,7 +368,7 @@ occurred:
     func _physics_process(delta):
     func _physics_process(delta):
         var collision_info = move_and_collide(velocity * delta)
         var collision_info = move_and_collide(velocity * delta)
         if collision_info:
         if collision_info:
-            var collision_point = collision_info.position
+            var collision_point = collision_info.get_position()
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
@@ -400,7 +400,7 @@ Or to bounce off of the colliding object:
     func _physics_process(delta):
     func _physics_process(delta):
         var collision_info = move_and_collide(velocity * delta)
         var collision_info = move_and_collide(velocity * delta)
         if collision_info:
         if collision_info:
-            velocity = velocity.bounce(collision_info.normal)
+            velocity = velocity.bounce(collision_info.get_normal())
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp