Area2D

Inherits: CollisionObject2D < Node2D < CanvasItem < Node < Object

2D area for detection and physics and audio influence.

Descripción

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.

Métodos

Array

get_overlapping_areas ( ) const

Array

get_overlapping_bodies ( ) const

bool

overlaps_area ( Node area ) const

bool

overlaps_body ( Node body ) const

Señales

  • 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 Physics2DServer.

area the other Area2D.

area_shape_index the index of the Shape2D of the other Area2D used by the Physics2DServer. Get the CollisionShape2D node with area.shape_owner_get_owner(area_shape_index).

local_shape_index the index of the Shape2D of this Area2D used by the Physics2DServer. Get the CollisionShape2D node with self.shape_owner_get_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 Physics2DServer.

area the other Area2D.

area_shape_index the index of the Shape2D of the other Area2D used by the Physics2DServer. Get the CollisionShape2D node with area.shape_owner_get_owner(area_shape_index).

local_shape_index the index of the Shape2D of this Area2D used by the Physics2DServer. Get the CollisionShape2D node with self.shape_owner_get_owner(local_shape_index).


  • body_entered ( Node 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.


  • body_exited ( Node body )

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, Node 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 Physics2DServer.

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 Physics2DServer. Get the CollisionShape2D node with body.shape_owner_get_owner(body_shape_index).

local_shape_index the index of the Shape2D of this Area2D used by the Physics2DServer. Get the CollisionShape2D node with self.shape_owner_get_owner(local_shape_index).


  • body_shape_exited ( RID body_rid, Node 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 Physics2DServer.

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 Physics2DServer. Get the CollisionShape2D node with body.shape_owner_get_owner(body_shape_index).

local_shape_index the index of the Shape2D of this Area2D used by the Physics2DServer. Get the CollisionShape2D node with self.shape_owner_get_owner(local_shape_index).

Enumeraciones

enum SpaceOverride:

  • SPACE_OVERRIDE_DISABLED = 0 --- Esta zona no afecta a la gravedad/amortiguación.

  • SPACE_OVERRIDE_COMBINE = 1 --- Esta área añade sus valores de gravedad/amortiguación a lo que se ha calculado hasta ahora (en el orden priority).

  • SPACE_OVERRIDE_COMBINE_REPLACE = 2 --- Esta área añade sus valores de gravedad/amortiguación a lo que se ha calculado hasta ahora (en el orden priority), ignorando cualquier área de menor prioridad.

  • SPACE_OVERRIDE_REPLACE = 3 --- Esta área reemplaza cualquier gravedad/amortiguación, incluso las predeterminadas, ignorando cualquier área de menor prioridad.

  • SPACE_OVERRIDE_REPLACE_COMBINE = 4 --- Esta área reemplaza cualquier gravedad/amortiguación calculada hasta ahora (en orden de priority), pero sigue calculando el resto de las áreas.

Descripciones de Propiedades

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

"Master"

Setter

set_audio_bus_name(value)

Getter

get_audio_bus_name()

El nombre del bus de audio de la zona.


  • bool audio_bus_override

Default

false

Setter

set_audio_bus_override(value)

Getter

is_overriding_audio_bus()

Si true, el área del bus de audio sobrescribe el bus de audio por defecto.


Default

98.0

Setter

set_gravity(value)

Getter

get_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

Default

0.0

Setter

set_gravity_distance_scale(value)

Getter

get_gravity_distance_scale()

El factor de caída para la gravedad puntual. Cuanto mayor es el valor, más rápido disminuye la gravedad con la distancia.


  • bool gravity_point

Default

false

Setter

set_gravity_is_point(value)

Getter

is_gravity_a_point()

Si true, la gravedad se calcula a partir de un punto (establecido mediante gravity_vec). Ver también space_override.


Default

Vector2( 0, 1 )

Setter

set_gravity_vector(value)

Getter

get_gravity_vector()

El vector de gravedad del área (no normalizado). Si la gravedad es un punto (véase gravity_point), éste será el punto de atracción.


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

true

Setter

set_monitorable(value)

Getter

is_monitorable()

Si true, otras áreas de monitoreo pueden detectar esta área.


Default

true

Setter

set_monitoring(value)

Getter

is_monitoring()

Si true, el área detecta cuerpos o áreas que entran y salen de ella.


Default

0.0

Setter

set_priority(value)

Getter

get_priority()

La prioridad de la zona. Las áreas de mayor prioridad se procesan primero.


Default

0

Setter

set_space_override_mode(value)

Getter

get_space_override_mode()

Modo de sobreescritura para los cálculos de gravedad y amortiguación dentro de esta área. Ver SpaceOverride para los posibles valores.

Descripciones de Métodos

  • Array 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.


  • Array 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

If 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

If 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.

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).