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.
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Area2D¶
Inherits: CollisionObject2D < Node2D < CanvasItem < Node < Object
A region of 2D space that detects other CollisionObject2Ds entering or exiting it.
Description¶
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.
Tutorials¶
Properties¶
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Methods¶
get_overlapping_areas ( ) const |
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get_overlapping_bodies ( ) const |
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has_overlapping_areas ( ) const |
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has_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 the received area
enters this area. Requires monitoring to be set to true
.
area_exited ( Area2D area )
Emitted when the received area
exits this area. Requires monitoring to be set to true
.
area_shape_entered ( RID area_rid, Area2D area, int area_shape_index, int local_shape_index )
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 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 a Shape2D of the received area
exits a shape of this area. Requires monitoring to be set to true
.
See also area_shape_entered.
body_entered ( Node2D body )
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
.
body_exited ( Node2D body )
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
.
body_shape_entered ( RID body_rid, Node2D body, int body_shape_index, int local_shape_index )
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 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, Node2D body, int body_shape_index, int local_shape_index )
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 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