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.

Tutorials

Properties

float

angular_damp

1.0

SpaceOverride

angular_damp_space_override

0

StringName

audio_bus_name

&"Master"

bool

audio_bus_override

false

float

gravity

980.0

Vector2

gravity_direction

Vector2(0, 1)

bool

gravity_point

false

Vector2

gravity_point_center

Vector2(0, 1)

float

gravity_point_distance_scale

0.0

SpaceOverride

gravity_space_override

0

float

linear_damp

0.1

SpaceOverride

linear_damp_space_override

0

bool

monitorable

true

bool

monitoring

true

float

priority

0.0

Methods

Area2D[]

get_overlapping_areas ( ) const

Node2D[]

get_overlapping_bodies ( ) const

bool

overlaps_area ( Node area ) const

bool

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.


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 PhysicsServer2D.

area the other Area2D.

area_shape_index the index of the Shape2D of the other Area2D used by the PhysicsServer2D. Get the CollisionShape2D node with area.shape_owner_get_owner(area.shape_find_owner(area_shape_index)).

local_shape_index the index of the Shape2D of this Area2D used by the PhysicsServer2D. Get the CollisionShape2D node with self.shape_owner_get_owner(self.shape_find_owner(local_shape_index)).


  • 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 PhysicsServer2D.

area the other Area2D.

area_shape_index the index of the Shape2D of the other Area2D used by the PhysicsServer2D. Get the CollisionShape2D node with area.shape_owner_get_owner(area.shape_find_owner(area_shape_index)).

local_shape_index the index of the Shape2D of this Area2D used by the PhysicsServer2D. Get the CollisionShape2D node with self.shape_owner_get_owner(self.shape_find_owner(local_shape_index)).


  • body_entered ( Node2D 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.


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, Node2D 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 PhysicsServer2D.

body the Node, if it exists in the tree, of the PhysicsBody2D or TileMap.

body_shape_index the index of the Shape2D of the PhysicsBody2D or TileMap used by the PhysicsServer2D. Get the CollisionShape2D node with body.shape_owner_get_owner(body.shape_find_owner(body_shape_index)).

local_shape_index the index of the Shape2D of this Area2D used by the PhysicsServer2D. Get the CollisionShape2D node with self.shape_owner_get_owner(self.shape_find_owner(local_shape_index)).


  • body_shape_exited ( RID body_rid, Node2D 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 PhysicsServer2D.

body the Node, if it exists in the tree, of the PhysicsBody2D or TileMap.

body_shape_index the index of the Shape2D of the PhysicsBody2D or TileMap used by the PhysicsServer2D. Get the CollisionShape2D node with body.shape_owner_get_owner(body.shape_find_owner(body_shape_index)).

local_shape_index the index of the Shape2D of this Area2D used by the PhysicsServer2D. Get the CollisionShape2D node with self.shape_owner_get_owner(self.shape_find_owner(local_shape_index)).

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.

Property Descriptions

Default

1.0

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.

See ProjectSettings.physics/2d/default_angular_damp for more details about damping.


Default

0

Setter

set_angular_damp_space_override_mode(value)

Getter

get_angular_damp_space_override_mode()

Override mode for angular damping calculations within this area. See SpaceOverride for possible values.


Default

&"Master"

Setter

set_audio_bus_name(value)

Getter

get_audio_bus_name()

The name of the area's audio bus.


  • bool audio_bus_override

Default

false

Setter

set_audio_bus_override(value)

Getter

is_overriding_audio_bus()

If true, the area's audio bus overrides the default audio bus.


Default

980.0

Setter

set_gravity(value)

Getter

get_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.


Default

Vector2(0, 1)

Setter

set_gravity_direction(value)

Getter

get_gravity_direction()

The area's gravity vector (not normalized).


  • bool gravity_point

Default

false

Setter

set_gravity_is_point(value)

Getter

is_gravity_a_point()

If true, gravity is calculated from a point (set via gravity_point_center). See also gravity_space_override.


Default

Vector2(0, 1)

Setter

set_gravity_point_center(value)

Getter

get_gravity_point_center()

If gravity is a point (see gravity_point), this will be the point of attraction.


  • float gravity_point_distance_scale

Default

0.0

Setter

set_gravity_point_distance_scale(value)

Getter

get_gravity_point_distance_scale()

The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.


Default

0

Setter

set_gravity_space_override_mode(value)

Getter

get_gravity_space_override_mode()

Override mode for gravity calculations within this area. See SpaceOverride for possible values.


Default

0.1

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.

See ProjectSettings.physics/2d/default_linear_damp for more details about damping.


Default

0

Setter

set_linear_damp_space_override_mode(value)

Getter

get_linear_damp_space_override_mode()

Override mode for linear damping calculations within this area. See SpaceOverride for possible values.


Default

true

Setter

set_monitorable(value)

Getter

is_monitorable()

If true, other monitoring areas can detect this area.


Default

true

Setter

set_monitoring(value)

Getter

is_monitoring()

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


Default

0.0

Setter

set_priority(value)

Getter

get_priority()

The area's priority. Higher priority areas are processed first.

Method Descriptions

  • Area2D[] 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.


  • Node2D[] 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

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_body ( Node body ) 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.