- 1. intersect or come into contact. This is known as
A) collision detection B) collision response
- 2. When a collision is detected, you typically want something to happen. This is known as
A) collision detection B) collision response
- 3. They can detect when objects overlap and can emit signals when bodies enter or exit
A) Area2D B) A
- 4. can also be used to override physics properties, such as gravity or damping, in a defined area.
A) Area2D B) B
- 5. Detecting when other bodies enter or exit a region or what bodies are currently in a region.
A) Area2D B) C
- 6. is one that is not moved by the physics engine. It participates in collision detection, but does not move in response to the collision.
A) StaticBody2D B) RigidBody2D
- 7. This is the node that implements simulated 2D physics. You do not control a directly, but instead you apply forces to it (gravity, impulses, etc.)
A) RigidBody2D B) StaticBody2D
- 8. A body that provides collision detection, but no physics. All movement and collision response must be implemented in code.
A) Shape2D B) CharacterBody2D
- 9. These shapes are used to define the object's collision bounds and to detect contact with other objects.
A) Shape2D B) CharacterBody2D
- 10. The most common way to assign a shape is by adding
A) CollisionShape2D B) Node2D
- 11. When changing the size of the collision shape, you should always use the size handles, not the
A) CollisionShape2D B) Node2D
- 12. The "Scale" property in the Inspector should remain
A) (1, 1) B) 60
- 13. The physics engine runs at a fixed rate (a default of __ iterations per second)
A) 60 B) (1, 1)
- 14. Code that runs each frame is called
A) idle processing B) physics processing
- 15. code that runs on each physics tick is called
A) idle processing B) physics processing
- 16. When using the default 60 Hz physics update rate, it will typically be equal to
A) 32 B) 0.01666
- 17. Each CollisionObject2D has __ different physics layers it can interact with.
A) 0.01666 B) 32
- 18. This describes the layers that the object appears in.
A) collision_layer B) collision_mask
- 19. This describes what layers the body will scan for collisions. If an object isn't in one of the mask layers, the body will ignore it.
A) collision_layer B) collision_mask
- 20. relevant in your physics calculations, so that the game behaves correctly if you change the physics update rate or if the player's device can't keep up.
A) detection B) delta parameter
- 21. They can detect when objects overlap and emit signals when bodies enter or exit.
A) delta parameter B) detection & influence
- 22. which contains information about the collision and the colliding body. You can use this information to determine the response.
A) move_and_collide() B) move_and_slide
- 23. Sliding is a common collision response; imagine a player moving along walls in a top-down game or running up and down slopes in a platformer
A) move_and_slide B) move_and_collide()
- 24. that hold one or multiple composite animations. Usually used for AnimationTree.tree_root.
A) A B) AnimationNodes
- 25. is a base class for AnimationNodes that hold a complete animation
A) AnimationRootNode B) B
- 26. represents a virtual axis on which any type of AnimationRootNodes can be added using add_blend_point()
A) AnimationNodeBlendSpace1D B) C
- 27. is a node to do advanced blending in two dimensions
A) BlendSpace2D B) D
- 28. will always maintain its shape and size, even when forces are applied to it
A) E B) RigidBody2D
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