DynamicEntity

Inherits: Entity < CharacterBody2D < PhysicsBody2D < CollisionObject2D < Node2D < CanvasItem < Node < Object

A variant of Entity with a Mass. This variant can resolve central forces and central impulses.

Properties

float

Mass

1.0

Vector2

constant_force

Vector2(0, 0)

Methods

void

_physics_process(delta: float)

void

add_constant_central_force(force: Vector2)

void

apply_central_force(force: Vector2)

void

apply_central_impulse(impulse: Vector2)


Property Descriptions

float Mass = 1.0 πŸ”—

Mass of the DynamicEntity in kg.


Vector2 constant_force = Vector2(0, 0) πŸ”—

Constant Forces being applied. Reset this with constant_force = Vector2(0, 0) to remove all constant forces.


Method Descriptions

void _physics_process(delta: float) πŸ”—

There is currently no description for this method. Please help us by contributing one!


void add_constant_central_force(force: Vector2) πŸ”—

Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with constant_force = Vector2(0, 0).


void apply_central_force(force: Vector2) πŸ”—

Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.


void apply_central_impulse(impulse: Vector2) πŸ”—

Applies a directional impulse without affecting rotation.

An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the β€œ_force” functions otherwise).