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/Godot 3.1

Area2D

Inherits: CollisionObject2D < Node2D < CanvasItem < Node < Object

Category: Core

Brief Description

2D area for detection and 2D physics influence.

Properties

float angular_damp
String audio_bus_name
bool audio_bus_override
int collision_layer
int collision_mask
float gravity
float gravity_distance_scale
bool gravity_point
Vector2 gravity_vec
float linear_damp
bool monitorable
bool monitoring
float priority
SpaceOverride space_override

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.

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 ( PhysicsBody2D body )

Emitted when a PhysicsBody2D object enters.

body_exited ( PhysicsBody2D body )

Emitted when a PhysicsBody2D object exits.

body_shape_entered ( int body_id, PhysicsBody2D body, int body_shape, int area_shape )

Emitted when a PhysicsBody2D object enters, reporting which shapes overlapped.

body_shape_exited ( int body_id, PhysicsBody2D body, int body_shape, int area_shape )

Emitted when a PhysicsBody2D object exits, reporting which shapes were overlapping.

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.

Description

2D area that detects CollisionObject2D nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).

Property Descriptions

float angular_damp

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

Setter set_audio_bus_name(value)
Getter get_audio_bus_name()

The name of the area’s audio bus.

bool audio_bus_override

Setter set_audio_bus_override(value)
Getter is_overriding_audio_bus()

If true, the area’s audio bus overrides the default audio bus. Default value: false.

int collision_layer

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.

int collision_mask

Setter set_collision_mask(value)
Getter get_collision_mask()

The physics layers this area scans to determine collision detection.

float gravity

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

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

Setter set_gravity_is_point(value)
Getter is_gravity_a_point()

If true, gravity is calculated from a point (set via gravity_vec). Also see space_override. Default value: false.

Vector2 gravity_vec

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

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

Setter set_monitorable(value)
Getter is_monitorable()

If true, other monitoring areas can detect this area. Default value: true.

bool monitoring

Setter set_monitoring(value)
Getter is_monitoring()

If true, the area detects bodies or areas entering and exiting it. Default value: true.

float priority

Setter set_priority(value)
Getter get_priority()

The area’s priority. Higher priority areas are processed first. Default value: 0.

SpaceOverride space_override

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 Area2Ds. 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 that 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 body overlaps the Area2D. Note that 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.

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.

© 2014–2019 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
http://docs.godotengine.org/en/3.1/classes/class_area2d.html