- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
38 lines
2.8 KiB
XML
38 lines
2.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CollisionShape2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A node that provides a [Shape2D] to a [CollisionObject2D] parent.
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</brief_description>
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<description>
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A node that provides a [Shape2D] to a [CollisionObject2D] parent and allows it to be edited. This can give a detection shape to an [Area2D] or turn a [PhysicsBody2D] into a solid object.
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</description>
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<tutorials>
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<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
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<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/2712</link>
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<link title="2D Pong Demo">https://godotengine.org/asset-library/asset/2728</link>
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<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/2719</link>
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</tutorials>
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<members>
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<member name="debug_color" type="Color" setter="set_debug_color" getter="get_debug_color" default="Color(0, 0, 0, 0)">
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The collision shape color that is displayed in the editor, or in the running project if [b]Debug > Visible Collision Shapes[/b] is checked at the top of the editor.
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[b]Note:[/b] The default value is [member ProjectSettings.debug/shapes/collision/shape_color]. The [code]Color(0, 0, 0, 0)[/code] value documented here is a placeholder, and not the actual default debug color.
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</member>
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<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false" keywords="enabled">
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A disabled collision shape has no effect in the world. This property should be changed with [method Object.set_deferred].
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</member>
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<member name="one_way_collision" type="bool" setter="set_one_way_collision" getter="is_one_way_collision_enabled" default="false">
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Sets whether this collision shape should only detect collision on one side (top or bottom).
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[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a child of an [Area2D] node.
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[b]Note:[/b] The one way collision direction can be configured by setting [member one_way_collision_direction].
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</member>
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<member name="one_way_collision_direction" type="Vector2" setter="set_one_way_collision_direction" getter="get_one_way_collision_direction" default="Vector2(0, 1)">
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The direction used for one-way collision.
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</member>
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<member name="one_way_collision_margin" type="float" setter="set_one_way_collision_margin" getter="get_one_way_collision_margin" default="1.0">
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The margin used for one-way collision (in pixels). Higher values will make the shape thicker, and work better for colliders that enter the shape at a high velocity.
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</member>
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<member name="shape" type="Shape2D" setter="set_shape" getter="get_shape">
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The actual shape owned by this collision shape.
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</member>
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</members>
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</class>
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