.. Generated automatically by doc/tools/makerst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the doc/base/classes.xml source instead. .. _class_Area2D: Area2D ====== **Inherits:** :ref:`CollisionObject2D` **<** :ref:`Node2D` **<** :ref:`CanvasItem` **<** :ref:`Node` **<** :ref:`Object` **Category:** Core Brief Description ----------------- General purpose area detection and influence for 2D physics. Member Functions ---------------- +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_space_override_mode` **(** :ref:`int` enable **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_space_override_mode` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_gravity_is_point` **(** :ref:`bool` enable **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_gravity_a_point` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_gravity_distance_scale` **(** :ref:`float` distance_scale **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_gravity_distance_scale` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_gravity_vector` **(** :ref:`Vector2` vector **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`get_gravity_vector` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_gravity` **(** :ref:`float` gravity **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_gravity` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_linear_damp` **(** :ref:`float` linear_damp **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_linear_damp` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_angular_damp` **(** :ref:`float` angular_damp **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_angular_damp` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_priority` **(** :ref:`float` priority **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_priority` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_collision_mask` **(** :ref:`int` collision_mask **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_collision_mask` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_layer_mask` **(** :ref:`int` layer_mask **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_layer_mask` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_collision_mask_bit` **(** :ref:`int` bit, :ref:`bool` value **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_collision_mask_bit` **(** :ref:`int` bit **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_layer_mask_bit` **(** :ref:`int` bit, :ref:`bool` value **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_layer_mask_bit` **(** :ref:`int` bit **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_enable_monitoring` **(** :ref:`bool` enable **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_monitoring_enabled` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_monitorable` **(** :ref:`bool` enable **)** | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_monitorable` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`get_overlapping_bodies` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`get_overlapping_areas` **(** **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`overlaps_body` **(** :ref:`Object` body **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`overlaps_area` **(** :ref:`Object` area **)** const | +--------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ Signals ------- - **body_enter** **(** :ref:`Object` body **)** - **body_enter_shape** **(** :ref:`int` body_id, :ref:`Object` body, :ref:`int` body_shape, :ref:`int` area_shape **)** - **area_enter** **(** :ref:`Object` area **)** - **area_enter_shape** **(** :ref:`int` area_id, :ref:`Object` area, :ref:`int` area_shape, :ref:`int` area_shape **)** - **body_exit** **(** :ref:`Object` body **)** - **body_exit_shape** **(** :ref:`int` body_id, :ref:`Object` body, :ref:`int` body_shape, :ref:`int` area_shape **)** - **area_exit** **(** :ref:`Object` area **)** - **area_exit_shape** **(** :ref:`int` area_id, :ref:`Object` area, :ref:`int` area_shape, :ref:`int` area_shape **)** Description ----------- General purpose area detection for 2D physics. Areas can be used for detection of objects that enter/exit them, as well as overriding space parameters (changing gravity, damping, etc). For this, use any space override different from AREA_SPACE_OVERRIDE_DISABLE and point gravity at the center of mass. Member Function Description --------------------------- .. _class_Area2D_set_space_override_mode: - void **set_space_override_mode** **(** :ref:`int` enable **)** Set the space override mode. This mode controls how an area affects gravity and damp. AREA_SPACE_OVERRIDE_DISABLED: This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them. AREA_SPACE_OVERRIDE_COMBINE: This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects. AREA_SPACE_OVERRIDE_COMBINE_REPLACE: This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one. AREA_SPACE_OVERRIDE_REPLACE: This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas. AREA_SPACE_OVERRIDE_REPLACE_COMBINE: This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one. .. _class_Area2D_get_space_override_mode: - :ref:`int` **get_space_override_mode** **(** **)** const Return the space override mode. .. _class_Area2D_set_gravity_is_point: - void **set_gravity_is_point** **(** :ref:`bool` enable **)** When overriding space parameters, this method sets whether this area has a center of gravity. To set/get the location of the center of gravity, use :ref:`set_gravity_vector`/:ref:`get_gravity_vector`. .. _class_Area2D_is_gravity_a_point: - :ref:`bool` **is_gravity_a_point** **(** **)** const Return whether gravity is a point. A point gravity will attract objects towards it, as opposed to a gravity vector, which moves them in a given direction. .. _class_Area2D_set_gravity_distance_scale: - void **set_gravity_distance_scale** **(** :ref:`float` distance_scale **)** Set the falloff factor for point gravity. The greater this value is, the faster the strength of gravity decreases with the square of distance. .. _class_Area2D_get_gravity_distance_scale: - :ref:`float` **get_gravity_distance_scale** **(** **)** const Return the falloff factor for point gravity. .. _class_Area2D_set_gravity_vector: - void **set_gravity_vector** **(** :ref:`Vector2` vector **)** Set the gravity vector. This vector does not have to be normalized. If gravity is a point (see :ref:`is_gravity_a_point`), this will be the attraction center. .. _class_Area2D_get_gravity_vector: - :ref:`Vector2` **get_gravity_vector** **(** **)** const Return the gravity vector. If gravity is a point (see :ref:`is_gravity_a_point`), this will be the attraction center. .. _class_Area2D_set_gravity: - void **set_gravity** **(** :ref:`float` gravity **)** Set the gravity intensity. This is useful to alter the force of gravity without altering its direction. This value multiplies the gravity vector, whether it is the given vector (:ref:`set_gravity_vector`), or a calculated one (when using a center of gravity). .. _class_Area2D_get_gravity: - :ref:`float` **get_gravity** **(** **)** const Return the gravity intensity. .. _class_Area2D_set_linear_damp: - void **set_linear_damp** **(** :ref:`float` linear_damp **)** Set the rate at which objects stop moving in this area, if there are not any other forces moving it. The value is a fraction of its current speed, lost per second. Thus, a value of 1.0 should mean stopping immediately, and 0.0 means the object never stops. In practice, as the fraction of speed lost gets smaller with each frame, a value of 1.0 does not mean the object will stop in exactly one second. Only when the physics calculations are done at 1 frame per second, it does stop in a second. .. _class_Area2D_get_linear_damp: - :ref:`float` **get_linear_damp** **(** **)** const Return the linear damp rate. .. _class_Area2D_set_angular_damp: - void **set_angular_damp** **(** :ref:`float` angular_damp **)** Set the rate at which objects stop spinning in this area, if there are not any other forces making it spin. The value is a fraction of its current speed, lost per second. Thus, a value of 1.0 should mean stopping immediately, and 0.0 means the object never stops. In practice, as the fraction of speed lost gets smaller with each frame, a value of 1.0 does not mean the object will stop in exactly one second. Only when the physics calculations are done at 1 frame per second, it does stop in a second. .. _class_Area2D_get_angular_damp: - :ref:`float` **get_angular_damp** **(** **)** const Return the angular damp rate. .. _class_Area2D_set_priority: - void **set_priority** **(** :ref:`float` priority **)** Set the order in which the area is processed. Greater values mean the area gets processed first. This is useful for areas which have an space override different from AREA_SPACE_OVERRIDE_DISABLED or AREA_SPACE_OVERRIDE_COMBINE, as they replace values, and are thus order-dependent. Areas with the same priority value get evaluated in an unpredictable order, and should be differentiated if evaluation order is to be important. .. _class_Area2D_get_priority: - :ref:`float` **get_priority** **(** **)** const Return the processing order of this area. .. _class_Area2D_set_collision_mask: - void **set_collision_mask** **(** :ref:`int` collision_mask **)** Set the physics layers this area can scan for collisions. .. _class_Area2D_get_collision_mask: - :ref:`int` **get_collision_mask** **(** **)** const Return the physics layers this area can scan for collisions. .. _class_Area2D_set_layer_mask: - void **set_layer_mask** **(** :ref:`int` layer_mask **)** Set the physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using :ref:`set_collision_mask`. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. .. _class_Area2D_get_layer_mask: - :ref:`int` **get_layer_mask** **(** **)** const Return the physics layer this area is in. .. _class_Area2D_set_collision_mask_bit: - void **set_collision_mask_bit** **(** :ref:`int` bit, :ref:`bool` value **)** Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier. .. _class_Area2D_get_collision_mask_bit: - :ref:`bool` **get_collision_mask_bit** **(** :ref:`int` bit **)** const Return an individual bit on the collision mask. .. _class_Area2D_set_layer_mask_bit: - void **set_layer_mask_bit** **(** :ref:`int` bit, :ref:`bool` value **)** Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier. .. _class_Area2D_get_layer_mask_bit: - :ref:`bool` **get_layer_mask_bit** **(** :ref:`int` bit **)** const Return an individual bit on the layer mask. .. _class_Area2D_set_enable_monitoring: - void **set_enable_monitoring** **(** :ref:`bool` enable **)** Set whether this area can detect bodies/areas entering/exiting it. .. _class_Area2D_is_monitoring_enabled: - :ref:`bool` **is_monitoring_enabled** **(** **)** const Return whether this area detects bodies/areas entering/exiting it. .. _class_Area2D_set_monitorable: - void **set_monitorable** **(** :ref:`bool` enable **)** Set whether this area can be detected by other, monitoring, areas. Only areas need to be marked as monitorable. Bodies are always so. .. _class_Area2D_is_monitorable: - :ref:`bool` **is_monitorable** **(** **)** const Set whether this area can be detected by other, monitoring, areas. .. _class_Area2D_get_overlapping_bodies: - :ref:`Array` **get_overlapping_bodies** **(** **)** const Return a list of the bodies (:ref:`PhysicsBody2D`) that are totally or partially inside this area. .. _class_Area2D_get_overlapping_areas: - :ref:`Array` **get_overlapping_areas** **(** **)** const Return a list of the areas that are totally or partially inside this area. .. _class_Area2D_overlaps_body: - :ref:`bool` **overlaps_body** **(** :ref:`Object` body **)** const Return whether the body passed is totally or partially inside this area. .. _class_Area2D_overlaps_area: - :ref:`bool` **overlaps_area** **(** :ref:`Object` area **)** const Return whether the area passed is totally or partially inside this area.