This uses for create hero with physics.
Types
KinematicBody2DObj = object of Node2DObj has_collision*: bool collision_node*: CollisionShape2DRef
KinematicBody2DRef = ref KinematicBody2DObj
Procs
proc KinematicBody2D(name: string = "KinematicBody2D"): KinematicBody2DRef {...}{. raises: [], tags: [].}
-
Creates a new KinematicBody2D.
Arguments:
- name is a node name.
Example:
var node = KinematicBody2D("KinematicBody2D")
Methods
method addChild(self: KinematicBody2DRef; other: CollisionShape2DRef) {...}{.base, raises: [], tags: [].}
- Adss collision to the KinematicBody2D. This method should be called one time.
method getCollideCount(self: KinematicBody2DRef): int {...}{.base, raises: [Exception], tags: [RootEffect].}
- Checks collision count.
method draw(self: KinematicBody2DRef; w, h: GLfloat) {...}{.raises: [], tags: [].}
- this method uses in the window.nim.
method duplicate(self: KinematicBody2DRef): KinematicBody2DRef {...}{.base, raises: [], tags: [].}
- Duplicates KinematicBody2D and create a new KinematicBody2D pointer.
method isCollide(self: KinematicBody2DRef): bool {...}{.base, raises: [Exception], tags: [RootEffect].}
- Checks any collision and return true, when collide with any collision shape.
method moveAndCollide(self: KinematicBody2DRef; vel: Vector2Obj) {...}{.base, raises: [Exception], tags: [RootEffect].}
-
Moves and checks collision
Arguments:
- vel is a velocity vector.