Area2D
Inherits: CollisionObject2D < Node2D < CanvasItem < Node < Object
2D area for detection and 2D physics influence.
Description
2D area that detects CollisionObject2D nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
Tutorials
Properties
float | angular_damp | 1.0 |
String | audio_bus_name | "Master" |
bool | audio_bus_override | false |
int | collision_layer | 1 |
int | collision_mask | 1 |
float | gravity | 98.0 |
float | gravity_distance_scale | 0.0 |
bool | gravity_point | false |
Vector2 | gravity_vec | Vector2( 0, 1 ) |
float | linear_damp | 0.1 |
bool | monitorable | true |
bool | monitoring | true |
float | priority | 0.0 |
SpaceOverride | space_override | 0 |
Methods
bool | get_collision_layer_bit ( int bit ) const |
bool | get_collision_mask_bit ( int bit ) const |
Array | get_overlapping_areas ( ) const |
Array | get_overlapping_bodies ( ) const |
bool | overlaps_area ( Node area ) const |
bool | overlaps_body ( Node body ) const |
void | set_collision_layer_bit ( int bit, bool value ) |
void | set_collision_mask_bit ( int bit, bool value ) |
Signals
area_entered ( Area2D area )
Emitted when another area enters.
area_exited ( Area2D area )
Emitted when another area exits.
area_shape_entered ( int area_id, Area2D area, int area_shape, int self_shape )
Emitted when another area enters, reporting which shapes overlapped. shape_owner_get_owner(shape_find_owner(shape))
returns the parent object of the owner of the shape
.
area_shape_exited ( int area_id, Area2D area, int area_shape, int self_shape )
Emitted when another area exits, reporting which shapes were overlapping.
body_entered ( Node body )
Emitted when a physics body enters.
The body
argument can either be a PhysicsBody2D or a TileMap instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
body_exited ( Node body )
Emitted when a physics body exits.
The body
argument can either be a PhysicsBody2D or a TileMap instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
body_shape_entered ( int body_id, Node body, int body_shape, int area_shape )
Emitted when a physics body enters, reporting which shapes overlapped.
The body
argument can either be a PhysicsBody2D or a TileMap instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
body_shape_exited ( int body_id, Node body, int body_shape, int area_shape )
Emitted when a physics body exits, reporting which shapes were overlapping.
The body
argument can either be a PhysicsBody2D or a TileMap instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
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 | 1.0 |
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. Values range from 0
(no damping) to 1
(full damping).
String audio_bus_name
Default | "Master" |
Setter | set_audio_bus_name(value) |
Getter | get_audio_bus_name() |
The name of the area's audio bus.
bool audio_bus_override
Default | false |
Setter | set_audio_bus_override(value) |
Getter | is_overriding_audio_bus() |
If true
, the area's audio bus overrides the default audio bus.
int collision_layer
Default | 1 |
Setter | set_collision_layer(value) |
Getter | get_collision_layer() |
The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also collision_mask. See Collision layers and masks in the documentation for more information.
int collision_mask
Default | 1 |
Setter | set_collision_mask(value) |
Getter | get_collision_mask() |
The physics layers this area scans to determine collision detection. See Collision layers and masks in the documentation for more information.
float gravity
Default | 98.0 |
Setter | set_gravity(value) |
Getter | get_gravity() |
The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
float gravity_distance_scale
Default | 0.0 |
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 | false |
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 | Vector2( 0, 1 ) |
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 | 0.1 |
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. Values range from 0
(no damping) to 1
(full damping).
bool monitorable
Default | true |
Setter | set_monitorable(value) |
Getter | is_monitorable() |
If true
, other monitoring areas can detect this area.
bool monitoring
Default | true |
Setter | set_monitoring(value) |
Getter | is_monitoring() |
If true
, the area detects bodies or areas entering and exiting it.
float priority
Default | 0.0 |
Setter | set_priority(value) |
Getter | get_priority() |
The area's priority. Higher priority areas are processed first.
SpaceOverride space_override
Default | 0 |
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
bool get_collision_layer_bit ( int bit ) const
Returns an individual bit on the layer mask. Describes whether other areas will collide with this one on the given layer.
bool get_collision_mask_bit ( int bit ) const
Returns an individual bit on the collision mask. Describes whether this area will collide with others on the given layer.
Array get_overlapping_areas ( ) const
Returns a list of intersecting Area2D
s. 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. 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.
bool overlaps_area ( Node area ) const
If true
, the given area 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.
bool overlaps_body ( Node body ) const
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 body themselves, they register their tiles with collision shapes as a virtual physics body).
void set_collision_layer_bit ( int bit, bool value )
Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier.
void set_collision_mask_bit ( int bit, bool value )
Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_area2d.html