Area2D
Inherits: CollisionObject2D < Node2D < CanvasItem < Node < Object 2D area for detection and physics and audio influence.
Description
CollisionObject2D nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to a custom audio bus.
Tutorials
- Using Area2D
- 2D Dodge The Creeps Demo
- 2D Pong Demo
- 2D Platformer Demo
Properties
Methods
Signals
- area_entered ( Area2D area )
monitoring to be set to
true.areathe other Area2D.
- area_exited ( Area2D area )
monitoring to be set to
true.areathe other Area2D.
- area_shape_entered ( RID area_rid, Area2D area, int area_shape_index, int local_shape_index )
Shape2Ds enters one of this Area2D’s Shape2Ds. Requires monitoring to be set to
true.area_ridthe RID of the other Area2D’s CollisionObject2D used by the Physics2DServer.areathe other Area2D.area_shape_indexthe index of the Shape2D of the other Area2D used by the Physics2DServer. Get the CollisionShape2D node witharea.shape_owner_get_owner(area_shape_index).local_shape_indexthe index of the Shape2D of this Area2D used by the Physics2DServer. Get the CollisionShape2D node withself.shape_owner_get_owner(local_shape_index).
- area_shape_exited ( RID area_rid, Area2D area, int area_shape_index, int local_shape_index )
Shape2Ds exits one of this Area2D’s Shape2Ds. Requires monitoring to be set to
true.area_ridthe RID of the other Area2D’s CollisionObject2D used by the Physics2DServer.areathe other Area2D.area_shape_indexthe index of the Shape2D of the other Area2D used by the Physics2DServer. Get the CollisionShape2D node witharea.shape_owner_get_owner(area_shape_index).local_shape_indexthe index of the Shape2D of this Area2D used by the Physics2DServer. Get the CollisionShape2D node withself.shape_owner_get_owner(local_shape_index).
- body_entered ( Node body )
PhysicsBody2D or TileMap enters this Area2D. Requires monitoring to be set to
true. TileMaps are detected if the TileSet has Collision Shape2Ds.bodythe Node, if it exists in the tree, of the other PhysicsBody2D or TileMap.
- body_exited ( Node body )
PhysicsBody2D or TileMap exits this Area2D. Requires monitoring to be set to
true. TileMaps are detected if the TileSet has Collision Shape2Ds.bodythe 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 )
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_ridthe RID of the PhysicsBody2D or TileSet‘s CollisionObject2D used by the Physics2DServer.bodythe Node, if it exists in the tree, of the PhysicsBody2D or TileMap.body_shape_indexthe index of the Shape2D of the PhysicsBody2D or TileMap used by the Physics2DServer. Get the CollisionShape2D node withbody.shape_owner_get_owner(body_shape_index).local_shape_indexthe index of the Shape2D of this Area2D used by the Physics2DServer. Get the CollisionShape2D node withself.shape_owner_get_owner(local_shape_index).
- body_shape_exited ( RID body_rid, Node body, int body_shape_index, int local_shape_index )
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_ridthe RID of the PhysicsBody2D or TileSet‘s CollisionObject2D used by the Physics2DServer.bodythe Node, if it exists in the tree, of the PhysicsBody2D or TileMap.body_shape_indexthe index of the Shape2D of the PhysicsBody2D or TileMap used by the Physics2DServer. Get the CollisionShape2D node withbody.shape_owner_get_owner(body_shape_index).local_shape_indexthe index of the Shape2D of this Area2D used by the Physics2DServer. Get the CollisionShape2D node withself.shape_owner_get_owner(local_shape_index).Enumerations
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 The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. ProjectSettings.physics/2d/default_angular_damp for more details about damping.
- String audio_bus_name The name of the area’s audio bus.
- bool audio_bus_override
true, the area’s audio bus overrides the default audio bus.
- float 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 The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.
- bool gravity_point
true, gravity is calculated from a point (set via gravity_vec). See also space_override.
- Vector2 gravity_vec gravity_point), this will be the point of attraction.
- float linear_damp The rate at which objects stop moving in this area. Represents the linear velocity lost per second. ProjectSettings.physics/2d/default_linear_damp for more details about damping.
- bool monitorable
true, other monitoring areas can detect this area.
- bool monitoring
true, the area detects bodies or areas entering and exiting it.
- float priority The area’s priority. Higher priority areas are processed first.
- SpaceOverride space_override
SpaceOverride for possible values.
Method Descriptions
- Array get_overlapping_areas ( ) const
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 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
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
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.bodyargument 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).
