/** * Static body for 2D physics. A StaticBody2D is a body that is not intended to move. It is ideal for implementing objects in the environment, such as walls or platforms. * * Additionally, a constant linear or angular velocity can be set for the static body, which will affect colliding bodies as if it were moving (for example, a conveyor belt). * */ declare class StaticBody2D extends PhysicsBody2D { /** * Static body for 2D physics. A StaticBody2D is a body that is not intended to move. It is ideal for implementing objects in the environment, such as walls or platforms. * * Additionally, a constant linear or angular velocity can be set for the static body, which will affect colliding bodies as if it were moving (for example, a conveyor belt). * */ new(): StaticBody2D; static "new"(): StaticBody2D /** * The body's bounciness. Values range from `0` (no bounce) to `1` (full bounciness). * * Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override]. * */ bounce: float; /** The body's constant angular velocity. This does not rotate the body, but affects colliding bodies, as if it were rotating. */ constant_angular_velocity: float; /** The body's constant linear velocity. This does not move the body, but affects colliding bodies, as if it were moving. */ constant_linear_velocity: Vector2; /** * The body's friction. Values range from `0` (no friction) to `1` (full friction). * * Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override]. * */ friction: float; /** * The physics material override for the body. * * If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. * */ physics_material_override: PhysicsMaterial; connect>(signal: T, method: SignalFunction): number; }