Plush

Motion2D#

PlushEngine · Type index

Namespace: PlushEngine.Physics2D (using PlushEngine.Physics2D;)

Optional arcade motion for a root entity with a uniformly scaled circle collider. Scene phases own stepping; scripts express velocity/teleports and receive contacts. No forces, mass, gravity, joints, or dynamic-body impulse solving are implied.

public sealed class Motion2D : Script

Usage and examples

Members: CollisionLimitHits · Position · Radius · Response · Restitution · Stop · Teleport · Velocity

CollisionLimitHits#

public int CollisionLimitHits { get; }

Position#

public Vector2 Position { get; }

The body's world position. A body may sit under a parent (a layer, a moving platform): it moves in world units and its circle is the world size of its collider.

Radius#

public float Radius { get; }

Response#

[System.ComponentModel.DefaultValue(MotionResponse2D.Bounce)]
public MotionResponse2D Response { get; set; }

Initial value: MotionResponse2D.Bounce

Restitution#

[System.ComponentModel.DefaultValue(1f)]
public float Restitution { get; set; }

Initial value: 1

Stop#

public void Stop();

Teleport#

public void Teleport(Vector2 position);

Moves the body to a world position at once, forgetting the sensors it was inside.

Velocity#

public Vector2 Velocity { get; set; }

MotionResponse2D · Script

Source#