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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.
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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.
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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.
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