From 7e2d03bd146a15a7f034ef42b2101987d978a6df Mon Sep 17 00:00:00 2001
From: Rémi Verschelde
Date: Wed, 6 Sep 2017 11:35:05 +0200
Subject: doc: Sync classref with current source
[ci skip]
---
doc/base/classes.xml | 291 +++++++++++++++++++++++++++++++--------------------
1 file changed, 176 insertions(+), 115 deletions(-)
diff --git a/doc/base/classes.xml b/doc/base/classes.xml
index 2db6a22d3..8d1658572 100644
--- a/doc/base/classes.xml
+++ b/doc/base/classes.xml
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Kinematic Characters: KinematicBody also has an api for moving objects (the [method move] method) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics.
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- Move the body in the given direction, stopping if there is an obstacle. If as a result of a movement there will be any collision then informations about this collision will be in returned dictionary. Dictionary will contains those keys:
- - "position" - collision position
- - "normal" - collision normal
- - "local_shape" - id of this kinematic body shape that took part in a collision
- - "travel" - traveled movement before being stopped
- - "remainder" - remaining movement before being stopped
- - "collider_id" - id of the collider, it can be used when dealing with [PhysicsServer]
- - "collider" - colliding body
- - "collider_shape_index" - index of the colliding shape, inside collider body "collider_metadata"
- If the body did not intersect anything, then an empty dictionary (dir.empty()==true) is returned instead. Please note that this method is less user friendly than [method move_and_slide]. If you don't want to program each edge case manually, then it's recommended to use [method move_and_slide] instead.
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Control that displays formatted text.
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Create a new item in the library, supplied an id.
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corner_radius_top_left: 10
corner_raidus_bottom_left: 20
[/codeblock]
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