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CollisionObject2D¶
Inherits: Node2D < CanvasItem < Node < Object
Inherited By: Area2D, PhysicsBody2D
Abstract base class for 2D physics objects.
Description¶
Abstract base class for 2D physics objects. CollisionObject2D can hold any number of Shape2Ds for collision. Each shape must be assigned to a shape owner. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the shape_owner_*
methods.
Note: Only collisions between objects within the same canvas (Viewport canvas or CanvasLayer) are supported. The behavior of collisions between objects in different canvases is undefined.
Properties¶
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Methods¶
Signals¶
input_event ( Node viewport, InputEvent event, int shape_idx )
Emitted when an input event occurs. Requires input_pickable to be true
and at least one collision_layer bit to be set. See _input_event for details.
mouse_entered ( )
Emitted when the mouse pointer enters any of this object's shapes. Requires input_pickable to be true
and at least one collision_layer bit to be set. Note that moving between different shapes within a single CollisionObject2D won't cause this signal to be emitted.
Note: Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the CollisionObject2D's area is small. This signal may also not be emitted if another CollisionObject2D is overlapping the CollisionObject2D in question.
mouse_exited ( )
Emitted when the mouse pointer exits all this object's shapes. Requires input_pickable to be true
and at least one collision_layer bit to be set. Note that moving between different shapes within a single CollisionObject2D won't cause this signal to be emitted.
Note: Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the CollisionObject2D's area is small. This signal may also not be emitted if another CollisionObject2D is overlapping the CollisionObject2D in question.
mouse_shape_entered ( int shape_idx )
Emitted when the mouse pointer enters any of this object's shapes or moves from one shape to another. shape_idx
is the child index of the newly entered Shape2D. Requires input_pickable to be true
and at least one collision_layer bit to be set.
mouse_shape_exited ( int shape_idx )
Emitted when the mouse pointer exits any of this object's shapes. shape_idx
is the child index of the exited Shape2D. Requires input_pickable to be true
and at least one collision_layer bit to be set.
Enumerations¶
enum DisableMode:
DisableMode DISABLE_MODE_REMOVE = 0
When Node.process_mode is set to Node.PROCESS_MODE_DISABLED, remove from the physics simulation to stop all physics interactions with this CollisionObject2D.
Automatically re-added to the physics simulation when the Node is processed again.
DisableMode DISABLE_MODE_MAKE_STATIC = 1
When Node.process_mode is set to Node.PROCESS_MODE_DISABLED, make the body static. Doesn't affect Area2D. PhysicsBody2D can't be affected by forces or other bodies while static.
Automatically set PhysicsBody2D back to its original mode when the Node is processed again.
DisableMode DISABLE_MODE_KEEP_ACTIVE = 2
When Node.process_mode is set to Node.PROCESS_MODE_DISABLED, do not affect the physics simulation.
Property Descriptions¶
int collision_layer = 1
The physics layers this CollisionObject2D is in. Collision objects can exist in one or more of 32 different layers. See also collision_mask.
Note: Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See Collision layers and masks in the documentation for more information.
int collision_mask = 1
The physics layers this CollisionObject2D scans. Collision objects can scan one or more of 32 different layers. See also collision_layer.
Note: Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See Collision layers and masks in the documentation for more information.
float collision_priority = 1.0
The priority used to solve colliding when occurring penetration. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level.
DisableMode disable_mode = 0
void set_disable_mode ( DisableMode value )
DisableMode get_disable_mode ( )
Defines the behavior in physics when Node.process_mode is set to Node.PROCESS_MODE_DISABLED. See DisableMode for more details about the different modes.
bool input_pickable = true
If true
, this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one collision_layer bit to be set.
Method Descriptions¶
void _input_event ( Viewport viewport, InputEvent event, int shape_idx ) virtual
Accepts unhandled InputEvent