2D area for detection and 2D physics influence.
2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
Return the angular damp rate.
Return the physics layer this area is in.
Return an individual bit on the layer mask. Describes whether other areas will collide with this one on the given layer.
Return the physics layers this area will scan to determine collisions.
Return an individual bit on the collision mask. Describes whether this area will collide with others on the given layer.
Return the gravity intensity.
Return the falloff factor for point gravity.
Return the gravity vector. If gravity is a point (see [method is_gravity_a_point]), this will be the attraction center.
Return the linear damp rate.
Returns a list of intersecting [code]Area2D[/code]s.
Returns a list of intersecting [PhysicsBody2D]s.
Return the processing order of this area.
Return the space override mode.
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.
Return whether this area can be detected by other, monitoring, areas.
Return whether this area detects bodies/areas entering/exiting it.
If [code]true[/code] the given area overlaps the Area2D.
If [code]true[/code] the given body overlaps the Area2D.
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.
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 [method 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.
Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier.
Set the physics layers this area can scan for collisions.
Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
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 ([method set_gravity_vector]), or a calculated one (when using a center of gravity).
Set the falloff factor for point gravity. The greater this value is, the faster the strength of gravity decreases with the square of distance.
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 [method set_gravity_vector]/[method get_gravity_vector].
Set the gravity vector. This vector does not have to be normalized.
If gravity is a point (see [method is_gravity_a_point]), this will be the attraction center.
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.
Set whether this area can be detected by other, monitoring, areas. Only areas need to be marked as monitorable. Bodies are always so.
Set whether this area can detect bodies/areas entering/exiting it.
Set the order in which the area is processed. Greater values mean the area gets processed first. This is useful for areas which have a 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.
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.
The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping).
The name of the area's audio bus.
If [code]true[/code] the area's audio bus overrides the default audio bus. Default value: [code]false[/code].
The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [code]collision_mask[/code].
The physics layers this area scans to determine collision detection.
The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.
If [code]true[/code] gravity is calculated from a point (set via [code]gravity_vec[/code]). Also see [code]space_override[/code]. Default value: [code]false[/code].
The area's gravity vector (not normalized). If gravity is a point (see [method is_gravity_a_point]), this will be the point of attraction.
The rate at which objects stop moving in this area. Represents the linear velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping).
If [code]true[/code] other monitoring areas can detect this area. Default value: [code]true[/code].
If [code]true[/code] the area detects bodies or areas entering and exiting it. Default value: [code]true[/code].
The area's priority. Higher priority areas are processed first. Default value: 0.
Override mode for gravity and damping calculations within this area. See the SPACE_OVERRIDE_* constants for values.
Emitted when another area enters.
Emitted when another area exits.
Emitted when another area enters, reporting which shapes overlapped.
Emitted when another area exits, reporting which shapes were overlapping.
Emitted when a [PhysicsBody2D] object enters.
Emitted when a [PhysicsBody2D] object exits.
Emitted when a [PhysicsBody2D] object enters, reporting which shapes overlapped.
Emitted when a [PhysicsBody2D] object exits, reporting which shapes were overlapping.
This area does not affect gravity/damping.
This area adds its gravity/damping values to whatever has been calculated so far (in [code]priority[/code] order).
This area adds its gravity/damping values to whatever has been calculated so far (in [code]priority[/code] order), ignoring any lower priority areas.
This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas.
This area replaces any gravity/damping calculated so far (in [code]priority[/code] order), but keeps calculating the rest of the areas.