![]() I'll be writing the code for the parent Node2D. It is also convenient to put our code there, in particular if we want to save this as a scene and instance it somewhere else.ĬollisionShapes are NOT strictly necessary in this case, but you may add them too.įor the rotation the simplest solution is to give it a random angular_velocity. I'll also suggest to have a Node2D to contain the whole arrangement (that way you can position the parent Node2D instead of moving its children nodes). Make sure the PinJoint2D has Node A and Node B connected to the StaticBody2D and RigidBody2D. You can use a PinJoint2D to fix it an StaticBody2D.In theory something else could knock it off. You can set its gravity_scale to 0, so it does not fall.It will have a a Sprite child for visual representation.Ī couple options for fixing it in place come to mind: Thus as soon as the bird is catapulted out of the slingshot you can change the mode to a rigid body.Since you want a physics simulation, in 2D, in Godot, for a wheel spinning. However as soon as the bird is fired, all its movements and behavior is determined by physics alone such as force, collisions, mass, velocity etc. In this case you want it to behave as a kinematic body. When you are aiming the bird to fire, you likely want the bird to move entirely by code. Why may that be useful? Consider the Angry Birds game. You can turn it into a static body or kinematic body e.g. Rigid bodies are very flexible since they can be put into different modes. In games rockets, bullets, rolling balls or collapsing walls in physics games such as Angry Birds would be rigid bodies. would be very hard to calculate the movements of. Why do we care? Physicists care because such bodies are much easier to simulate. They are called “rigid” in physics because they don’t deform in any way. Rigid bodies are physical objects that move. It it is not made to deal with things like making rigid bodies hitting it bounce, or kinematic objects slide along it. While you could make walls out of kinematic bodies or rigid bodies as well, it would just give bad performance.Ī game engine can more quickly figure out collisions for objects which are not moving.Īrea2D is not well suited for this purpose because it does not represent a physical body. The reason for its existence is typically for performance reasons. In a typical game, StaticBody2D would represent walls, ground and other unmovable objects. However since an Area can be moved around manually it can in principle be used as a game character as well. perhaps you want something to change or happen once players enter a particular area on the map. An Area2D in contrast is more generic in nature and can simply mean an area in your game. ![]() A physics body is some solid object with mass which has a position and moves. You could have your hero character be an Area2D because it can deal with collision but it does not really represent a physics body. you can perform sliding along a collision surface, ask Godot to test whether a movement along a particular vector would cause a collision. You cannot apply forces to a KinematicBody2D, but it contains methods for performing movements in relation to collisions. Kinematics is the study of motion only concerned with acceleration, velocity and position. The word Kinematic should give a clue to anyone who remembers some of their high school physics. The enemies or mobs, trying to take the player.īasically stuff that moves around with some kind of intelligence.If we consider a typical 2D platform game then the the following objects would likely be a KinematicBody2D or a Area2D: I will not try to repeat all the useful information written there, but instead give a practical sense of when you use a particular kind of object and help you remember which one is which. Godot already has a great introduction to these concepts here. It can become a lot of wrap your head around. And then in addition to this you would normally work with CollisionShape2D or CollisionPolygon2D. The Godot game engine has a number of objects which seemingly overlapping functionality such as Area2D, StaticBody2D, RigidBody2D and KinematicBody2D.
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