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path: root/doc/classes/Area2D.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Area2D" inherits="CollisionObject2D" category="Core" version="3.0.alpha.custom_build">
	<brief_description>
		2D area for detection and 2D physics influence.
	</brief_description>
	<description>
		2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
	</description>
	<tutorials>
	</tutorials>
	<demos>
	</demos>
	<methods>
		<method name="get_angular_damp" qualifiers="const">
			<return type="float">
			</return>
			<description>
				Return the angular damp rate.
			</description>
		</method>
		<method name="get_audio_bus_name" qualifiers="const">
			<return type="String">
			</return>
			<description>
			</description>
		</method>
		<method name="get_collision_layer" qualifiers="const">
			<return type="int">
			</return>
			<description>
				Return the physics layer this area is in.
			</description>
		</method>
		<method name="get_collision_layer_bit" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="bit" type="int">
			</argument>
			<description>
				Return an individual bit on the layer mask. Describes whether other areas will collide with this one on the given layer.
			</description>
		</method>
		<method name="get_collision_mask" qualifiers="const">
			<return type="int">
			</return>
			<description>
				Return the physics layers this area will scan to determine collisions.
			</description>
		</method>
		<method name="get_collision_mask_bit" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="bit" type="int">
			</argument>
			<description>
				Return an individual bit on the collision mask. Describes whether this area will collide with others on the given layer.
			</description>
		</method>
		<method name="get_gravity" qualifiers="const">
			<return type="float">
			</return>
			<description>
				Return the gravity intensity.
			</description>
		</method>
		<method name="get_gravity_distance_scale" qualifiers="const">
			<return type="float">
			</return>
			<description>
				Return the falloff factor for point gravity.
			</description>
		</method>
		<method name="get_gravity_vector" qualifiers="const">
			<return type="Vector2">
			</return>
			<description>
				Return the gravity vector. If gravity is a point (see [method is_gravity_a_point]), this will be the attraction center.
			</description>
		</method>
		<method name="get_linear_damp" qualifiers="const">
			<return type="float">
			</return>
			<description>
				Return the linear damp rate.
			</description>
		</method>
		<method name="get_overlapping_areas" qualifiers="const">
			<return type="Array">
			</return>
			<description>
				Returns a list of intersecting [Area2D]s.
			</description>
		</method>
		<method name="get_overlapping_bodies" qualifiers="const">
			<return type="Array">
			</return>
			<description>
				Returns a list of intersecting [PhysicsBody2D]s.
			</description>
		</method>
		<method name="get_priority" qualifiers="const">
			<return type="float">
			</return>
			<description>
				Return the processing order of this area.
			</description>
		</method>
		<method name="get_space_override_mode" qualifiers="const">
			<return type="int" enum="Area2D.SpaceOverride">
			</return>
			<description>
				Return the space override mode.
			</description>
		</method>
		<method name="is_gravity_a_point" qualifiers="const">
			<return type="bool">
			</return>
			<description>
				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.
			</description>
		</method>
		<method name="is_monitorable" qualifiers="const">
			<return type="bool">
			</return>
			<description>
				Return whether this area can be detected by other, monitoring, areas.
			</description>
		</method>
		<method name="is_monitoring" qualifiers="const">
			<return type="bool">
			</return>
			<description>
				Return whether this area detects bodies/areas entering/exiting it.
			</description>
		</method>
		<method name="is_overriding_audio_bus" qualifiers="const">
			<return type="bool">
			</return>
			<description>
			</description>
		</method>
		<method name="overlaps_area" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="area" type="Node">
			</argument>
			<description>
				If [code]true[/code] the given area overlaps the Area2D.
			</description>
		</method>
		<method name="overlaps_body" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="body" type="Node">
			</argument>
			<description>
				If [code]true[/code] the given body overlaps the Area2D.
			</description>
		</method>
		<method name="set_angular_damp">
			<return type="void">
			</return>
			<argument index="0" name="angular_damp" type="float">
			</argument>
			<description>
				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.
			</description>
		</method>
		<method name="set_audio_bus_name">
			<return type="void">
			</return>
			<argument index="0" name="name" type="String">
			</argument>
			<description>
			</description>
		</method>
		<method name="set_audio_bus_override">
			<return type="void">
			</return>
			<argument index="0" name="enable" type="bool">
			</argument>
			<description>
			</description>
		</method>
		<method name="set_collision_layer">
			<return type="void">
			</return>
			<argument index="0" name="collision_layer" type="int">
			</argument>
			<description>
				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.
			</description>
		</method>
		<method name="set_collision_layer_bit">
			<return type="void">
			</return>
			<argument index="0" name="bit" type="int">
			</argument>
			<argument index="1" name="value" type="bool">
			</argument>
			<description>
				Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier.
			</description>
		</method>
		<method name="set_collision_mask">
			<return type="void">
			</return>
			<argument index="0" name="collision_mask" type="int">
			</argument>
			<description>
				Set the physics layers this area can scan for collisions.
			</description>
		</method>
		<method name="set_collision_mask_bit">
			<return type="void">
			</return>
			<argument index="0" name="bit" type="int">
			</argument>
			<argument index="1" name="value" type="bool">
			</argument>
			<description>
				Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
			</description>
		</method>
		<method name="set_gravity">
			<return type="void">
			</return>
			<argument index="0" name="gravity" type="float">
			</argument>
			<description>
				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).
			</description>
		</method>
		<method name="set_gravity_distance_scale">
			<return type="void">
			</return>
			<argument index="0" name="distance_scale" type="float">
			</argument>
			<description>
				Set the falloff factor for point gravity. The greater this value is, the faster the strength of gravity decreases with the square of distance.
			</description>
		</method>
		<method name="set_gravity_is_point">
			<return type="void">
			</return>
			<argument index="0" name="enable" type="bool">
			</argument>
			<description>
				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].
			</description>
		</method>
		<method name="set_gravity_vector">
			<return type="void">
			</return>
			<argument index="0" name="vector" type="Vector2">
			</argument>
			<description>
				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.
			</description>
		</method>
		<method name="set_linear_damp">
			<return type="void">
			</return>
			<argument index="0" name="linear_damp" type="float">
			</argument>
			<description>
				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.
			</description>
		</method>
		<method name="set_monitorable">
			<return type="void">
			</return>
			<argument index="0" name="enable" type="bool">
			</argument>
			<description>
				Set whether this area can be detected by other, monitoring, areas. Only areas need to be marked as monitorable. Bodies are always so.
			</description>
		</method>
		<method name="set_monitoring">
			<return type="void">
			</return>
			<argument index="0" name="enable" type="bool">
			</argument>
			<description>
				Set whether this area can detect bodies/areas entering/exiting it.
			</description>
		</method>
		<method name="set_priority">
			<return type="void">
			</return>
			<argument index="0" name="priority" type="float">
			</argument>
			<description>
				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.
			</description>
		</method>
		<method name="set_space_override_mode">
			<return type="void">
			</return>
			<argument index="0" name="space_override_mode" type="int" enum="Area2D.SpaceOverride">
			</argument>
			<description>
				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.
			</description>
		</method>
	</methods>
	<members>
		<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp">
			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).
		</member>
		<member name="audio_bus_name" type="String" setter="set_audio_bus_name" getter="get_audio_bus_name">
			The name of the area's audio bus.
		</member>
		<member name="audio_bus_override" type="bool" setter="set_audio_bus_override" getter="is_overriding_audio_bus">
			If [code]true[/code] the area's audio bus overrides the default audio bus. Default value: [code]false[/code].
		</member>
		<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
			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].
		</member>
		<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
			The physics layers this area scans to determine collision detection.
		</member>
		<member name="gravity" type="float" setter="set_gravity" getter="get_gravity">
			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.
		</member>
		<member name="gravity_distance_scale" type="float" setter="set_gravity_distance_scale" getter="get_gravity_distance_scale">
			The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.
		</member>
		<member name="gravity_point" type="bool" setter="set_gravity_is_point" getter="is_gravity_a_point">
			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].
		</member>
		<member name="gravity_vec" type="Vector2" setter="set_gravity_vector" getter="get_gravity_vector">
			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.
		</member>
		<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp">
			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).
		</member>
		<member name="monitorable" type="bool" setter="set_monitorable" getter="is_monitorable">
			If [code]true[/code] other monitoring areas can detect this area. Default value: [code]true[/code].
		</member>
		<member name="monitoring" type="bool" setter="set_monitoring" getter="is_monitoring">
			If [code]true[/code] the area detects bodies or areas entering and exiting it. Default value: [code]true[/code].
		</member>
		<member name="priority" type="float" setter="set_priority" getter="get_priority">
			The area's priority. Higher priority areas are processed first. Default value: 0.
		</member>
		<member name="space_override" type="int" setter="set_space_override_mode" getter="get_space_override_mode" enum="Area2D.SpaceOverride">
			Override mode for gravity and damping calculations within this area. See the SPACE_OVERRIDE_* constants for values.
		</member>
	</members>
	<signals>
		<signal name="area_entered">
			<argument index="0" name="area" type="Object">
			</argument>
			<description>
				Emitted when another area enters.
			</description>
		</signal>
		<signal name="area_exited">
			<argument index="0" name="area" type="Object">
			</argument>
			<description>
				Emitted when another area exits.
			</description>
		</signal>
		<signal name="area_shape_entered">
			<argument index="0" name="area_id" type="int">
			</argument>
			<argument index="1" name="area" type="Object">
			</argument>
			<argument index="2" name="area_shape" type="int">
			</argument>
			<argument index="3" name="self_shape" type="int">
			</argument>
			<description>
				Emitted when another area enters, reporting which shapes overlapped.
			</description>
		</signal>
		<signal name="area_shape_exited">
			<argument index="0" name="area_id" type="int">
			</argument>
			<argument index="1" name="area" type="Object">
			</argument>
			<argument index="2" name="area_shape" type="int">
			</argument>
			<argument index="3" name="self_shape" type="int">
			</argument>
			<description>
				Emitted when another area exits, reporting which shapes were overlapping.
			</description>
		</signal>
		<signal name="body_entered">
			<argument index="0" name="body" type="Object">
			</argument>
			<description>
				Emitted when a [PhysicsBody2D] object enters.
			</description>
		</signal>
		<signal name="body_exited">
			<argument index="0" name="body" type="Object">
			</argument>
			<description>
				Emitted when a [PhysicsBody2D] object exits.
			</description>
		</signal>
		<signal name="body_shape_entered">
			<argument index="0" name="body_id" type="int">
			</argument>
			<argument index="1" name="body" type="Object">
			</argument>
			<argument index="2" name="body_shape" type="int">
			</argument>
			<argument index="3" name="area_shape" type="int">
			</argument>
			<description>
				Emitted when a [PhysicsBody2D] object enters, reporting which shapes overlapped.
			</description>
		</signal>
		<signal name="body_shape_exited">
			<argument index="0" name="body_id" type="int">
			</argument>
			<argument index="1" name="body" type="Object">
			</argument>
			<argument index="2" name="body_shape" type="int">
			</argument>
			<argument index="3" name="area_shape" type="int">
			</argument>
			<description>
				Emitted when a [PhysicsBody2D] object exits, reporting which shapes were overlapping.
			</description>
		</signal>
	</signals>
	<constants>
		<constant name="SPACE_OVERRIDE_DISABLED" value="0">
			This area does not affect gravity/damping.
		</constant>
		<constant name="SPACE_OVERRIDE_COMBINE" value="1">
			This area adds its gravity/damping values to whatever has been calculated so far (in [code]priority[/code] order).
		</constant>
		<constant name="SPACE_OVERRIDE_COMBINE_REPLACE" value="2">
			This area adds its gravity/damping values to whatever has been calculated so far (in [code]priority[/code] order), ignoring any lower priority areas.
		</constant>
		<constant name="SPACE_OVERRIDE_REPLACE" value="3">
			This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas.
		</constant>
		<constant name="SPACE_OVERRIDE_REPLACE_COMBINE" value="4">
			This area replaces any gravity/damping calculated so far (in [code]priority[/code] order), but keeps calculating the rest of the areas.
		</constant>
	</constants>
</class>