Area2D¶
Inherits: CollisionObject2D < Node2D < CanvasItem < Node < Object
2D area for detection and physics and audio influence.
Description¶
2D area that detects CollisionObject2D nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to a custom audio bus.
Properties¶
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Methods¶
get_overlapping_areas ( ) const |
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get_overlapping_bodies ( ) const |
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overlaps_area ( Node area ) const |
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overlaps_body ( Node body ) const |
Signals¶
area_entered ( Area2D area )
Emitted when another Area2D enters this Area2D. Requires monitoring to be set to true
.
area
the other Area2D.
area_exited ( Area2D area )
Emitted when another Area2D exits this Area2D. Requires monitoring to be set to true
.
area
the other Area2D.
Emitted when one of another Area2D's Shape2Ds enters one of this Area2D's Shape2Ds. Requires monitoring to be set to true
.
area_rid
the RID of the other Area2D's CollisionObject2D used by the Physics2DServer.
area
the other Area2D.
area_shape_index
the index of the Shape2D of the other Area2D used by the Physics2DServer. Get the CollisionShape2D node with area.shape_owner_get_owner(area_shape_index)
.
local_shape_index
the index of the Shape2D of this Area2D used by the Physics2DServer. Get the CollisionShape2D node with self.shape_owner_get_owner(local_shape_index)
.
Emitted when one of another Area2D's Shape2Ds exits one of this Area2D's Shape2Ds. Requires monitoring to be set to true
.
area_rid
the RID of the other Area2D's CollisionObject2D used by the Physics2DServer.
area
the other Area2D.
area_shape_index
the index of the Shape2D of the other Area2D used by the Physics2DServer. Get the CollisionShape2D node with area.shape_owner_get_owner(area_shape_index)
.
local_shape_index
the index of the Shape2D of this Area2D used by the Physics2DServer. Get the CollisionShape2D node with self.shape_owner_get_owner(local_shape_index)
.
body_entered ( Node body )
Emitted when a PhysicsBody2D or TileMap enters this Area2D. Requires monitoring to be set to true
. TileMaps are detected if the TileSet has Collision Shape2Ds.
body
the Node, if it exists in the tree, of the other PhysicsBody2D or TileMap.
body_exited ( Node body )
Emitted when a PhysicsBody2D or TileMap exits this Area2D. Requires monitoring to be set to true
. TileMaps are detected if the TileSet has Collision Shape2Ds.
body
the Node, if it exists in the tree, of the other PhysicsBody2D or TileMap.
Emitted when one of a PhysicsBody2D or TileMap's Shape2Ds enters one of this Area2D's Shape2Ds. Requires monitoring to be set to true
. TileMaps are detected if the TileSet has Collision Shape2Ds.
body_rid
the RID of the PhysicsBody2D or TileSet's CollisionObject2D used by the Physics2DServer.
body
the Node, if it exists in the tree, of the PhysicsBody2D or TileMap.
body_shape_index
the index of the Shape2D of the PhysicsBody2D or TileMap used by the Physics2DServer. Get the CollisionShape2D node with body.shape_owner_get_owner(body_shape_index)
.
local_shape_index
the index of the Shape2D of this Area2D used by the Physics2DServer. Get the CollisionShape2D node with self.shape_owner_get_owner(local_shape_index)
.
Emitted when one of a PhysicsBody2D or TileMap's Shape2Ds exits one of this Area2D's Shape2Ds. Requires monitoring to be set to true
. TileMaps are detected if the TileSet has Collision Shape2Ds.
body_rid
the RID of the PhysicsBody2D or TileSet's CollisionObject2D used by the Physics2DServer.
body
the Node, if it exists in the tree, of the PhysicsBody2D or TileMap.
body_shape_index
the index of the Shape2D of the PhysicsBody2D or TileMap used by the Physics2DServer. Get the CollisionShape2D node with body.shape_owner_get_owner(body_shape_index)
.
local_shape_index
the index of the Shape2D of this Area2D used by the Physics2DServer. Get the CollisionShape2D node with self.shape_owner_get_owner(local_shape_index)
.
Enumerations¶
enum SpaceOverride:
SPACE_OVERRIDE_DISABLED = 0 --- This area does not affect gravity/damping.
SPACE_OVERRIDE_COMBINE = 1 --- This area adds its gravity/damping values to whatever has been calculated so far (in priority order).
SPACE_OVERRIDE_COMBINE_REPLACE = 2 --- This area adds its gravity/damping values to whatever has been calculated so far (in priority order), ignoring any lower priority areas.
SPACE_OVERRIDE_REPLACE = 3 --- This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas.
SPACE_OVERRIDE_REPLACE_COMBINE = 4 --- This area replaces any gravity/damping calculated so far (in priority order), but keeps calculating the rest of the areas.
Property Descriptions¶
float angular_damp
Default |
|
Setter |
set_angular_damp(value) |
Getter |
get_angular_damp() |
The rate at which objects stop spinning in this area. Represents the angular velocity lost per second.
See ProjectSettings.physics/2d/default_angular_damp for more details about damping.
String audio_bus_name
Default |
|
Setter |
set_audio_bus_name(value) |
Getter |
get_audio_bus_name() |
The name of the area's audio bus.
bool audio_bus_override
Default |
|
Setter |
set_audio_bus_override(value) |
Getter |
is_overriding_audio_bus() |
If true
, the area's audio bus overrides the default audio bus.
float gravity
Default |
|
Setter |
set_gravity(value) |
Getter |
get_gravity() |
The area's gravity intensity (in pixels per second squared). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
float gravity_distance_scale
Default |
|
Setter |
set_gravity_distance_scale(value) |
Getter |
get_gravity_distance_scale() |
The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.
bool gravity_point
Default |
|
Setter |
set_gravity_is_point(value) |
Getter |
is_gravity_a_point() |
If true
, gravity is calculated from a point (set via gravity_vec). See also space_override.
Vector2 gravity_vec
Default |
|
Setter |
set_gravity_vector(value) |
Getter |
get_gravity_vector() |
The area's gravity vector (not normalized). If gravity is a point (see gravity_point), this will be the point of attraction.
float linear_damp
Default |
|
Setter |
set_linear_damp(value) |
Getter |
get_linear_damp() |
The rate at which objects stop moving in this area. Represents the linear velocity lost per second.
See ProjectSettings.physics/2d/default_linear_damp for more details about damping.
bool monitorable
Default |
|
Setter |
set_monitorable(value) |
Getter |
is_monitorable() |
If true
, other monitoring areas can detect this area.
bool monitoring
Default |
|
Setter |
set_monitoring(value) |
Getter |
is_monitoring() |
If true
, the area detects bodies or areas entering and exiting it.
float priority
Default |
|
Setter |
set_priority(value) |
Getter |
get_priority() |
The area's priority. Higher priority areas are processed first.
SpaceOverride space_override
Default |
|
Setter |
set_space_override_mode(value) |
Getter |
get_space_override_mode() |
Override mode for gravity and damping calculations within this area. See SpaceOverride for possible values.
Method Descriptions¶
Array get_overlapping_areas ( ) const
Returns a list of intersecting Area2D
s. The overlapping area's CollisionObject2D.collision_layer must be part of this area's CollisionObject2D.collision_mask in order to be detected.
For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
Array get_overlapping_bodies ( ) const
Returns a list of intersecting PhysicsBody2Ds. The overlapping body's CollisionObject2D.collision_layer must be part of this area's CollisionObject2D.collision_mask in order to be detected.
For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
If true
, the given area overlaps the Area2D.
Note: The result of this test is not immediate after moving objects. For performance, the list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
If true
, the given physics body overlaps the Area2D.
Note: The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
The body
argument can either be a PhysicsBody2D or a TileMap instance (while TileMaps are not physics bodies themselves, they register their tiles with collision shapes as a virtual physics body).