Class Area2D
A region of 2D space that detects other CollisionObject2Ds entering or exiting it.
- Inheritance
-
Area2D
Remarks
Area2D is a region of 2D space defined by one or multiple CollisionShape2D or CollisionPolygon2D child nodes. It detects when other CollisionObject2Ds enter or exit it, and it also keeps track of which collision objects haven't exited it yet (i.e. which one are overlapping it).
This node can also locally alter or override physics parameters (gravity, damping) and route audio to custom audio buses.
Note: Areas and bodies created with PhysicsServer2D might not interact as expected with Area2Ds, and might not emit signals or track objects correctly.
See Also
Properties
angular_damp
The rate at which objects stop spinning in this area. Represents the angular velocity lost per second.
See physics/2d/default_angular_damp for more details about damping.
var angular_damp : float = 1.0
Property Value
Remarks
angular_damp_space_override
Override mode for angular damping calculations within this area. See SpaceOverride for possible values.
var angular_damp_space_override : int = 0
Property Value
Remarks
audio_bus_name
The name of the area's audio bus.
var audio_bus_name : StringName = &"Master"
Property Value
Remarks
- void set_audio_bus_name(StringName value)
- StringName get_audio_bus_name
audio_bus_override
If true
, the area's audio bus overrides the default audio bus.
var audio_bus_override : bool = false
Property Value
Remarks
gravity
The area's gravity intensity (in pixels per second squared). This value multiplies the gravity direction. This is useful to alter the force of gravity without altering its direction.
var gravity : float = 980.0
Property Value
Remarks
gravity_direction
The area's gravity vector (not normalized).
var gravity_direction : Vector2 = Vector2(0, 1)
Property Value
Remarks
gravity_point
If true
, gravity is calculated from a point (set via gravity_point_center). See also gravity_space_override.
var gravity_point : bool = false
Property Value
Remarks
gravity_point_center
If gravity is a point (see gravity_point), this will be the point of attraction.
var gravity_point_center : Vector2 = Vector2(0, 1)
Property Value
Remarks
gravity_point_unit_distance
The distance at which the gravity strength is equal to gravity. For example, on a planet 100 pixels in radius with a surface gravity of 4.0 px/s², set the gravity to 4.0 and the unit distance to 100.0. The gravity will have falloff according to the inverse square law, so in the example, at 200 pixels from the center the gravity will be 1.0 px/s² (twice the distance, 1/4th the gravity), at 50 pixels it will be 16.0 px/s² (half the distance, 4x the gravity), and so on.
The above is true only when the unit distance is a positive number. When this is set to 0.0, the gravity will be constant regardless of distance.
var gravity_point_unit_distance : float = 0.0
Property Value
Remarks
gravity_space_override
Override mode for gravity calculations within this area. See SpaceOverride for possible values.
var gravity_space_override : int = 0
Property Value
Remarks
linear_damp
The rate at which objects stop moving in this area. Represents the linear velocity lost per second.
See physics/2d/default_linear_damp for more details about damping.
var linear_damp : float = 0.1
Property Value
Remarks
linear_damp_space_override
Override mode for linear damping calculations within this area. See SpaceOverride for possible values.
var linear_damp_space_override : int = 0
Property Value
Remarks
monitorable
If true
, other monitoring areas can detect this area.
var monitorable : bool = true
Property Value
Remarks
monitoring
If true
, the area detects bodies or areas entering and exiting it.
var monitoring : bool = true
Property Value
Remarks
priority
The area's priority. Higher priority areas are processed first. The World2D's physics is always processed last, after all areas.
var priority : int = 0
Property Value
Remarks
Methods
get_overlapping_areas
Qualifiers: const
Returns a list of intersecting Area2Ds. The overlapping area's collision_layer must be part of this area's 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.
Area2D[] get_overlapping_areas
get_overlapping_bodies
Qualifiers: const
Returns a list of intersecting PhysicsBody2Ds and TileMaps. The overlapping body's collision_layer must be part of this area's 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.
Node2D[] get_overlapping_bodies
has_overlapping_areas
Qualifiers: const
Returns true
if intersecting any Area2Ds, otherwise returns false
. The overlapping area's collision_layer must be part of this area's collision_mask in order to be detected.
For performance reasons (collisions are all processed at the same time) the list of overlapping areas is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
bool has_overlapping_areas
has_overlapping_bodies
Qualifiers: const
Returns true
if intersecting any PhysicsBody2Ds or TileMaps, otherwise returns false
. The overlapping body's collision_layer must be part of this area's collision_mask in order to be detected.
For performance reasons (collisions are all processed at the same time) the list of overlapping bodies is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
bool has_overlapping_bodies
overlaps_area(Node)
Qualifiers: const
Returns true
if the given Area2D intersects or overlaps this Area2D, false
otherwise.
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_area(Node area)
Parameters
area
Node
overlaps_body(Node)
Qualifiers: const
Returns true
if the given physics body intersects or overlaps this Area2D, false
otherwise.
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.
bool overlaps_body(Node body)
Parameters
body
Node
Events
area_entered(Area2D)
Emitted when the received area
enters this area. Requires monitoring to be set to true
.
signal area_entered(Area2D area)
Parameters
area
Area2D
area_exited(Area2D)
Emitted when the received area
exits this area. Requires monitoring to be set to true
.
signal area_exited(Area2D area)
Parameters
area
Area2D
area_shape_entered(RID, Area2D, int, int)
Emitted when a Shape2D of the received area
enters a shape of this area. Requires monitoring to be set to true
.
local_shape_index
and area_shape_index
contain indices of the interacting shapes from this area and the other area, respectively. area_rid
contains the RID of the other area. These values can be used with the PhysicsServer2D.
Example: Get 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)
signal area_shape_entered(RID area_rid, Area2D area, int area_shape_index, int local_shape_index)
Parameters
area_shape_exited(RID, Area2D, int, int)
Emitted when a Shape2D of the received area
exits a shape of this area. Requires monitoring to be set to true
.
See also Area2D.area_shape_entered.
signal area_shape_exited(RID area_rid, Area2D area, int area_shape_index, int local_shape_index)
Parameters
body_entered(Node2D)
Emitted when the received body
enters this area. body
can be a PhysicsBody2D or a TileMap. TileMaps are detected if their TileSet has collision shapes configured. Requires monitoring to be set to true
.
signal body_entered(Node2D body)
Parameters
body
Node2D
body_exited(Node2D)
Emitted when the received body
exits this area. body
can be a PhysicsBody2D or a TileMap. TileMaps are detected if their TileSet has collision shapes configured. Requires monitoring to be set to true
.
signal body_exited(Node2D body)
Parameters
body
Node2D
body_shape_entered(RID, Node2D, int, int)
Emitted when a Shape2D of the received body
enters a shape of this area. body
can be a PhysicsBody2D or a TileMap. TileMaps are detected if their TileSet has collision shapes configured. Requires monitoring to be set to true
.
local_shape_index
and body_shape_index
contain indices of the interacting shapes from this area and the interacting body, respectively. body_rid
contains the RID of the body. These values can be used with the PhysicsServer2D.
Example: Get 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)
signal body_shape_entered(RID body_rid, Node2D body, int body_shape_index, int local_shape_index)
Parameters
body_shape_exited(RID, Node2D, int, int)
Emitted when a Shape2D of the received body
exits a shape of this area. body
can be a PhysicsBody2D or a TileMap. TileMaps are detected if their TileSet has collision shapes configured. Requires monitoring to be set to true
.
See also Area2D.body_shape_entered.
signal body_shape_exited(RID body_rid, Node2D body, int body_shape_index, int local_shape_index)