Base class for all objects affected by physics in 2D space.
PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html
Adds a body to the list of bodies that this body can't collide with.
Return an individual bit on the collision mask.
Return an individual bit on the collision mask.
Removes a body from the list of bodies that this body can't collide with.
Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier.
Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
- The physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
- The physics layers this area can scan for collisions.
- Both collision_layer and collision_mask. Returns collision_layer when accessed. Updates collision_layers and collision_mask when modified.