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 custom audio buses.

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

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

has_overlapping_areas ( ) const

bool

has_overlapping_bodies ( ) const

bool

overlaps_area ( Node area ) const

bool

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 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

  • void set_angular_damp ( float value )

  • float 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.


SpaceOverride angular_damp_space_override = 0

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


StringName audio_bus_name = &"Master"

The name of the area's audio bus.


bool audio_bus_override = false

  • void set_audio_bus_override ( bool value )

  • bool is_overriding_audio_bus ( )

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


float gravity = 980.0

  • void set_gravity ( float value )

  • float 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.


Vector2 gravity_direction = Vector2(0, 1)

  • void set_gravity_direction ( Vector2 value )

  • Vector2 get_gravity_direction ( )

The area's gravity vector (not normalized).


bool gravity_point = false

  • void set_gravity_is_point ( bool value )

  • bool is_gravity_a_point ( )

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


Vector2 gravity_point_center = Vector2(0, 1)

  • void set_gravity_point_center ( Vector2 value )

  • Vector2 get_gravity_point_center ( )

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


float gravity_point_distance_scale = 0.0

  • void set_gravity_point_distance_scale ( float value )

  • float get_gravity_point_distance_scale ( )

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


SpaceOverride gravity_space_override = 0

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


float linear_damp = 0.1

  • void set_linear_damp ( float value )

  • float 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.


SpaceOverride linear_damp_space_override = 0

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


bool monitorable = true

  • void set_monitorable ( bool value )

  • bool is_monitorable ( )

If true, other monitoring areas can detect this area.


bool monitoring = true

  • void set_monitoring ( bool value )

  • bool is_monitoring ( )

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


float priority = 0.0

  • void set_priority ( float value )

  • float 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 and TileMaps. 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 has_overlapping_areas ( ) const

Returns true if intersecting any Area2Ds, otherwise returns false. 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) 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_bodies ( ) const

Returns true if intersecting any PhysicsBody2Ds or TileMaps, otherwise returns false. 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) the list of overlapping bodies 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.