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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

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_unit_distance

0.0

SpaceOverride

gravity_space_override

0

float

linear_damp

0.1

SpaceOverride

linear_damp_space_override

0

bool

monitorable

true

bool

monitoring

true

int

priority

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

  • void set_angular_dam