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.
To give the area its shape, add a CollisionShape2D or a CollisionPolygon2D node as a direct child (or add multiple such nodes as direct children) of the area.
Warning: See ConcavePolygonShape2D for a warning about possibly unexpected behavior when using that shape for an area.
Tutorials¶
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.
area_shape_entered ( RID area_rid, Area2D area, int area_shape_index, int local_shape_index )
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 from the other Area2D.
local_shape_index
the index of the Shape2D from this Area2D.
Example of getting the CollisionShape2D node from the shape index:
var other_shape_owner = area.shape_find_owner(area_shape_index)
var other_shape_node = area.shape_owner_get_owner(other_shape_owner)
var local_shape_owner = shape_find_owner(local_shape_index)
var local_shape_node = shape_owner_get_owner(local_shape_owner)
area_shape_exited ( RID area_rid, Area2D area, int area_shape_index, int 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 from the other Area2D.
local_shape_index
the index of the Shape2D from this Area2D.
See also area_shape_entered.
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.
body_shape_entered ( RID body_rid, Node body, int body_shape_index, int local_shape_index )
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 from the PhysicsBody2D or TileMap.
local_shape_index
the index of the Shape2D from this Area2D.
Example of getting the CollisionShape2D node from the shape index:
var body_shape_owner = body.shape_find_owner(body_shape_index)
var body_shape_node = body.shape_owner_get_owner(body_shape_owner)
var local_shape_owner = shape_find_owner(local_shape_index)
var local_shape_node = shape_owner_get_owner(local_shape_owner)
body_shape_exited ( RID body_rid, Node body, int body_shape_index, int 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 from the PhysicsBody2D or TileMap.
local_shape_index
the index of the Shape2D from this Area2D.
See also body_shape_entered.
Enumerations¶
enum SpaceOverride:
SpaceOverride SPACE_OVERRIDE_DISABLED = 0
This area does not affect gravity/damping.
SpaceOverride SPACE_OVERRIDE_COMBINE = 1
This area adds its gravity/damping values to whatever has been calculated so far (in priority order).
SpaceOverride 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.
SpaceOverride SPACE_OVERRIDE_REPLACE = 3
This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas.
SpaceOverride 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 = 1.0
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 = "Master"
The name of the area's audio bus.
bool audio_bus_override = false
If true
, the area's audio bus overrides the default audio bus.
float gravity = 98.0
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 = 0.0
The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.
bool gravity_point = false
If true
, gravity is calculated from a point (set via gravity_vec). See also space_override.
Vector2 gravity_vec = Vector2( 0, 1 )
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 = 0.1
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 = true
If true
, other monitoring areas can detect this area.
bool monitoring = true
If true
, the area detects bodies or areas entering and exiting it.
float priority = 0.0
The area's priority. Higher priority areas are processed first.
SpaceOverride space_override = 0
void set_space_override_mode ( SpaceOverride value )
SpaceOverride 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 Area2Ds. 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.
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, the 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 bodies themselves, they register their tiles with collision shapes as a virtual physics body).