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9.无尽水管子滚滚来

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# 5种碰撞体以及RigidBody的4种模式
请先阅读本节讲义⬇
[《5种碰撞体以及RigidBody的4种模式》](https://orzgame.blog.csdn.net/article/details/104822436)
使用实例:[《碰撞和碰撞检测的简单实例(RigidBody2D与Area2D碰撞)》](https://orzgame.blog.csdn.net/article/details/104824983)
使用实例:[《碰撞和碰撞检测的简单实例(RigidBody2D与StaticBody2D碰撞)》](https://orzgame.blog.csdn.net/article/details/104804192)
在Godot引擎构造的游戏世界中,如果想构造一个能够挡住子弹但自身不会移动的“墙”,应该将“墙”的RigidBody设置为如下哪种模式?
## 答案
`StaticBody`
## 选项
### A
`KinematicBody`
### B
`RigidBody`
### C
`Area`
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# 无尽水管子滚滚来(一)
请先阅读本节讲义⬇
[《无尽水管子滚滚来(一)》](https://orzgame.blog.csdn.net/article/details/104730795)
在构造一对水管子的时候,为什么要按照下图所示的结构构造?
![水管子的场景结构](https://img-blog.csdnimg.cn/20200318183720887.png#pic_center)
## 答案
让上下水管以及中间的得分区都作为Pipe节点的子节点,这样只要控制Pipe节点的移动其它节点也就可以同步移动了
## 选项
### A
并没有特别的原因,仅仅是为了好看
### B
这是Godot引擎的要求,必须要这样做
### C
这样比较好看
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