Area2D

Inherits: CollisionObject2D < Node2D < CanvasItem < Node < Object

2D area for detection and 2D physics influence.

Description

2D area that detects CollisionObject2D nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).

Tutorials

Properties

floatangular_damp1.0
Stringaudio_bus_name“Master”
boolaudio_bus_overridefalse
intcollision_layer1
intcollision_mask1
floatgravity98.0
floatgravity_distance_scale0.0
boolgravity_pointfalse
Vector2gravity_vecVector2( 0, 1 )
floatlinear_damp0.1
boolmonitorabletrue
boolmonitoringtrue
floatpriority0.0
SpaceOverridespace_override0

Methods

boolget_collision_layer_bit ( int bit ) const
boolget_collision_mask_bit ( int bit ) const
Arrayget_overlapping_areas ( ) const
Arrayget_overlapping_bodies ( ) const
booloverlaps_area ( Node area ) const
booloverlaps_body ( Node body ) const
voidset_collision_layer_bit ( int bit, bool value )
voidset_collision_mask_bit ( int bit, bool value )

Signals

Emitted when another area enters.


Emitted when another area exits.


  • area_shape_entered ( int area_id, Area2D area, int area_shape, int self_shape )

Emitted when another area enters, reporting which shapes overlapped. shape_owner_get_owner(shape_find_owner(shape)) returns the parent object of the owner of the shape.


  • area_shape_exited ( int area_id, Area2D area, int area_shape, int self_shape )

Emitted when another area exits, reporting which shapes were overlapping.


  • body_entered ( Node body )

Emitted when a physics body enters.

The body argument can either be a PhysicsBody2D or a TileMap instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).


  • body_exited ( Node body )

Emitted when a physics body exits.

The body argument can either be a PhysicsBody2D or a TileMap instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).


  • body_shape_entered ( int body_id, Node body, int body_shape, int area_shape )

Emitted when a physics body enters, reporting which shapes overlapped.

The body argument can either be a PhysicsBody2D or a TileMap instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).


  • body_shape_exited ( int body_id, Node body, int body_shape, int area_shape )

Emitted when a physics body exits, reporting which shapes were overlapping.

The body argument can either be a PhysicsBody2D or a TileMap instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).

Enumerations

enum SpaceOverride:

  • SPACE_OVERRIDE_DISABLED = 0 —- This area does not affect gravity/damping.
  • SPACE_OVERRIDE_COMBINE = 1 —- This area adds its gravity/damping values to whatever has been calculated so far (in priority order).
  • 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.
  • SPACE_OVERRIDE_REPLACE = 3 —- This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas.
  • 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

Default1.0
Setterset_angular_damp(value)
Getterget_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.


Default“Master”
Setterset_audio_bus_name(value)
Getterget_audio_bus_name()

The name of the area’s audio bus.


  • bool audio_bus_override
Defaultfalse
Setterset_audio_bus_override(value)
Getteris_overriding_audio_bus()

If true, the area’s audio bus overrides the default audio bus.


  • int collision_layer
Default1
Setterset_collision_layer(value)
Getterget_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 collision_mask. See Collision layers and masks in the documentation for more information.


  • int collision_mask
Default1
Setterset_collision_mask(value)
Getterget_collision_mask()

The physics layers this area scans to determine collision detection. See Collision layers and masks in the documentation for more information.


Default98.0
Setterset_gravity(value)
Getterget_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.


  • float gravity_distance_scale
Default0.0
Setterset_gravity_distance_scale(value)
Getterget_gravity_distance_scale()

The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.


Defaultfalse
Setterset_gravity_is_point(value)
Getteris_gravity_a_point()

If true, gravity is calculated from a point (set via gravity_vec). See also space_override.


DefaultVector2( 0, 1 )
Setterset_gravity_vector(value)
Getterget_gravity_vector()

The area’s gravity vector (not normalized). If gravity is a point (see gravity_point), this will be the point of attraction.


Default0.1
Setterset_linear_damp(value)
Getterget_linear_damp()

The rate at which objects stop moving in this area. Represents the linear velocity lost per second.

See ProjectSettings.physics/2d/default_linear_damp for more details about damping.


Defaulttrue
Setterset_monitorable(value)
Getteris_monitorable()

If true, other monitoring areas can detect this area.


Defaulttrue
Setterset_monitoring(value)
Getteris_monitoring()

If true, the area detects bodies or areas entering and exiting it.


Default0.0
Setterset_priority(value)
Getterget_priority()

The area’s priority. Higher priority areas are processed first.


Default0
Setterset_space_override_mode(value)
Getterget_space_override_mode()

Override mode for gravity and damping calculations within this area. See SpaceOverride for possible values.

Method Descriptions

  • bool get_collision_layer_bit ( int bit ) const

Returns an individual bit on the layer mask. Describes whether other areas will collide with this one on the given layer.


  • bool get_collision_mask_bit ( int bit ) const

Returns an individual bit on the collision mask. Describes whether this area will collide with others on the given layer.


  • Array get_overlapping_areas ( ) const

Returns a list of intersecting Area2Ds. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.


  • Array get_overlapping_bodies ( ) const

Returns a list of intersecting PhysicsBody2Ds. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.


If true, the given area overlaps the Area2D.

Note: The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.


If true, the given physics body overlaps the Area2D.

Note: The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.

The body argument can either be a PhysicsBody2D or a TileMap instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).


  • void set_collision_layer_bit ( int bit, bool value )

Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier.


  • void set_collision_mask_bit ( int bit, bool value )

Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.