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Minor fixes to KinematicBody and KinematicBody2D

Benjamin Larsson 8 年之前
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acf81338aa
共有 2 個文件被更改,包括 8 次插入8 次删除
  1. 6 6
      doc/classes/KinematicBody.xml
  2. 2 2
      doc/classes/KinematicBody2D.xml

+ 6 - 6
doc/classes/KinematicBody.xml

@@ -86,11 +86,11 @@
 			<argument index="4" name="floor_max_angle" type="float" default="0.785398">
 			</argument>
 			<description>
-				Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the floor the node stands on is also a KinematicBody, the node will follow the floor's motion. This works regardless of the method used to move the floor. You can use this to make moving or rotating platforms.
-				[code]linear_velocity[/code] is a value in units per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it with [code]delta[/delta] — this is done by the method.
-				[code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling.
+				Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody] or [RigidBody], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
+				[code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it with [code]delta[/delta] — this is done by the method.
+				[code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
 				If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
-				If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
+				If the body collides, it will change direction a maximum of [code]max_bounces[/code] times before it stops.
 				[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
 				Returns the movement that remained when the body stopped. To get more detailed information about collisions that occured, use [method get_slide_collision].
 			</description>
@@ -111,13 +111,13 @@
 			<argument index="1" name="rel_vec" type="Vector3">
 			</argument>
 			<description>
-				Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]rel_vec[/code]. Returns true if a collision would occur.
+				Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur.
 			</description>
 		</method>
 	</methods>
 	<members>
 		<member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin">
-			If the body is at the least this close to another body, then this body will consider them to be colliding.
+			If the body is at least this close to another body, this body will consider them to be colliding.
 		</member>
 	</members>
 	<constants>

+ 2 - 2
doc/classes/KinematicBody2D.xml

@@ -111,13 +111,13 @@
 			<argument index="1" name="rel_vec" type="Vector2">
 			</argument>
 			<description>
-				Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]rel_vec[/code]. Returns true if a collision would occur.
+				Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur.
 			</description>
 		</method>
 	</methods>
 	<members>
 		<member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin">
-			If the body is at the least this close to another body, then this body will consider them to be colliding.
+			If the body is at least this close to another body, this body will consider them to be colliding.
 		</member>
 	</members>
 	<constants>