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+.. _doc_using_area_2d:
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+
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+Using Area2D
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+============
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+
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+Introduction
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+------------
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+
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+Godot offers a number of collision objects to provide both collision detection
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+and response. Trying to decide which one to use for your project can be confusing.
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+You can avoid problems and simplify development if you understand how each of them
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+works and what their pros and cons are. In this tutorial, we'll look at the
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+:ref:`Area2D <class_Area2D>` node and show some examples of how it can be used.
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+
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+.. note:: This document assumes you're familiar with Godot's various physics
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+ bodies. Please read :ref:`doc_physics_introduction` first.
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+
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+What is an area?
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+----------------
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+
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+An Area2D defines a region of 2D space. In this space you can detect other
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+:ref:`CollisionObject2D <class_CollisionObject2D>` nodes overlapping, entering,
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+and exiting. Areas also allow for overriding local physics properties. We'll
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+explore each of these functions below.
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+
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+Area properties
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+---------------
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+
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+Areas have many properties you can use to customize their behavior.
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+
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+.. image:: img/area2d_properties.png
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+
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+The first eight properties are used to configure the area's physics override
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+behavior. We'll look at how to use those in the section below.
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+
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+*Monitoring* and *Monitorable* are used to enable and disable the area.
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+
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+The "Collision" section is where you configure the area's collision layer(s)
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+and mask(s).
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+
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+The "Audio Bus" section allows you to override audio in the area, for example to
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+apply an audio effect when the player moves through.
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+
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+Note that Area2D extends :ref:`CollisionObject2D <class_CollisionObject2D>`, so it
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+also provides properties inherited from that class, such as ``input_pickable``.
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+
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+Overlap detection
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+-----------------
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+
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+Perhaps the most common use of Area2D nodes is for contact and overlap detection.
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+When you need to know that two objects have touched, but don't need physical
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+collision, you can use an area to notify you of the contact.
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+
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+For example, let's say we're making a coin for the player to pick up. The coin is
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+not a solid object - the player can't stand on it or push it - we just want it
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+to disappear when the player touches it.
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+
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+Here's the node setup for the coin:
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+
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+.. image:: img/area2d_coin_nodes.png
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+
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+To detect the overlap, we'll connect the appropriate signal on the Area2d. Which
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+signal to use depends on the player's node type. If the player is another area,
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+use ``area_entered``. However, let's assume our player is a ``KinematicBody2D``
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+(and therefore a ``CollisionObject2D`` type), so we'll connect the
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+``body_entered`` signal.
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+
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+.. note:: If you're not familiar with using signals, see :ref:`doc_signals` for
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+ an introduction.
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+
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+.. tabs::
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+ .. code-tab:: gdscript GDScript
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+
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+ extends Area2D
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+
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+ func _on_Coin_body_entered(body):
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+ queue_free()
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+
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+ .. code-tab:: csharp
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+
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+ public class Coin : Area2D
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+ {
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+
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+ public void OnCoinBodyEntered(PhysicsBody2D body)
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+ {
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+ QueueFree();
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+ }
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+ }
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+
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+Now our player can collect the coins!
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+
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+Some other usage examples:
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+
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+- Areas are great for bullets and other projectiles that hit and deal damage, but don't need any other physics such as bouncing.
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+- Use a large circular area around an enemy to define its "detect" radius. When the player is outside the area, the enemy can't "see" it.
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+- "Security cameras" - In a large level with multiple cameras, attach areas to each camera and activate them when the player enters.
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+
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+See the :ref:`doc_your_first_game` for an example of using Area2D in a game.
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+
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+Area influence
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+--------------
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+
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+The second major use for area nodes is to alter physics. By default, the area
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+won't do this, but you can enable this with the *Space Override* property. When
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+areas overlap, they are processed in *Priority* order (higher priority areas are
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+processed first). There are four options for override:
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+
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+- *Combine* - The area adds its values to what has been calculated so far.
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+- *Replace* - The area replaces physics properties, and lower priority areas are ignored.
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+- *Combine-Replace* - The area adds its gravity/damping values to whatever has been calculated so far (in priority order), ignoring any lower priority areas.
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+- *Replace-Combine* - The area replaces any gravity/damping calculated so far, but keeps calculating the rest of the areas.
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+
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+Using these properties, you can create very complex behavior with multiple
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+overlapping areas.
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+
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+The physics properties that can be overridden are:
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+
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+- *Gravity* - Gravity's strength inside the area.
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+- *Gravity Vec* - Gravity's direction. This vector does not need to be normalized.
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+- *Linear Damp* - How quickly objects stop moving - linear velocity lost per second.
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+- *Angular Damp* - How quickly objects stop spinning - angular velocity lost per second.
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+
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+Point gravity
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+~~~~~~~~~~~~~
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+
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+The *Gravity Point* property allows you to create an "attractor". Gravity in the
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+area will be calculated towards a point, given by the *Gravity Vec* property.
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+Values are relative to the Area2D, so for example using ``(0, 0)`` will attract
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+objects to the center of the area.
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+
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+Examples
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+~~~~~~~~
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+
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+The example project attached below has three areas demonstrating physics
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+override.
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+
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+.. image:: img/area2d_override.gif
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+
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+You can download this project here:
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+:download:`using_area_2d.zip <files/using_area_2d.zip>`
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