Area2D ​
Inherits: CollisionObject2D < Node2D < CanvasItem < Node < Object
A region of 2D space that detects other CollisionObject2Ds entering or exiting it.
Description
Area2D is a region of 2D space defined by one or multiple CollisionShape2D or CollisionPolygon2D child nodes. It detects when other CollisionObject2Ds enter or exit it, and it also keeps track of which collision objects haven't exited it yet (i.e. which one are overlapping it).
This node can also locally alter or override physics parameters (gravity, damping) and route audio to custom audio buses.
Note: Areas and bodies created with PhysicsServer2D might not interact as expected with Area2Ds, and might not emit signals or track objects correctly.
Tutorials
Properties
1.0 | ||
0 | ||
&"Master" | ||
false | ||
980.0 | ||
Vector2(0, 1) | ||
false | ||
Vector2(0, 1) | ||
0.0 | ||
0 | ||
0.1 | ||
0 | ||
true | ||
true | ||
0 |
Methods
get_overlapping_areas() const | |
get_overlapping_bodies() const | |
has_overlapping_areas() const | |
has_overlapping_bodies() const | |
overlaps_area(area: Node) const | |
overlaps_body(body: Node) const |
Signals
area_entered(area: Area2D) 🔗
Emitted when the received area
enters this area. Requires monitoring to be set to true
.
area_exited(area: Area2D) 🔗
Emitted when the received area
exits this area. Requires monitoring to be set to true
.
area_shape_entered(area_rid: RID, area: Area2D, area_shape_index: int, local_shape_index: int) 🔗
Emitted when a Shape2D of the received area
enters a shape of this area. Requires monitoring to be set to true
.
local_shape_index
and area_shape_index
contain indices of the interacting shapes from this area and the other area, respectively. area_rid
contains the RID of the other area. These values can be used with the PhysicsServer2D.
Example of getting the CollisionShape2D node from the shape index:
var other_shape_owner = area.shape_find_owner(area_shape_index)
var other_shape_node = area.shape_owner_get_owner(other_shape_owner)
var local_shape_owner = shape_find_owner(local_shape_index)
var local_shape_node = shape_owner_get_owner(local_shape_owner)
area_shape_exited(area_rid: RID, area: Area2D, area_shape_index: int, local_shape_index: int) 🔗
Emitted when a Shape2D of the received area
exits a shape of this area. Requires monitoring to be set to true
.
See also area_shape_entered.
body_entered(body: Node2D) 🔗
Emitted when the received body
enters this area. body
can be a PhysicsBody2D or a TileMap. TileMaps are detected if their TileSet has collision shapes configured. Requires monitoring to be set to true
.
body_exited(body: Node2D) 🔗
Emitted when the received body
exits this area. body
can be a PhysicsBody2D or a TileMap. TileMaps are detected if their TileSet has collision shapes configured. Requires monitoring to be set to true
.
body_shape_entered(body_rid: RID, body: Node2D, body_shape_index: int, local_shape_index: int) 🔗
Emitted when a Shape2D of the received body
enters a shape of this area. body
can be a PhysicsBody2D or a TileMap. TileMaps are detected if their TileSet has collision shapes configured. Requires monitoring to be set to true
.
local_shape_index
and body_shape_index
contain indices of the interacting shapes from this area and the interacting body, respectively. body_rid
contains the RID of the body. These values can be used with the PhysicsServer2D.
Example of getting the CollisionShape2D node from the shape index:
var body_shape_owner = body.shape_find_owner(body_shape_index)
var body_shape_node = body.shape_owner_get_owner(body_shape_owner)
var local_shape_owner = shape_find_owner(local_shape_index)
var local_shape_node = shape_owner_get_owner(local_shape_owner)
body_shape_exited(body_rid: RID, body: Node2D, body_shape_index: int, local_shape_index: int) 🔗
Emitted when a Shape2D of the received body
exits a shape of this area. body
can be a PhysicsBody2D or a TileMap. TileMaps are detected if their TileSet has collision shapes configured. Requires monitoring to be set to true
.
See also body_shape_entered.
Enumerations
enum SpaceOverride: 🔗
SpaceOverride SPACE_OVERRIDE_DISABLED = 0
This area does not affect gravity/damping.
SpaceOverride SPACE_OVERRIDE_COMBINE = 1
This area adds its gravity/damping values to whatever has been calculated so far (in priority order).
SpaceOverride 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.
SpaceOverride SPACE_OVERRIDE_REPLACE = 3
This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas.
SpaceOverride 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
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.
SpaceOverride angular_damp_space_override = 0 🔗
void set_angular_damp_space_override_mode(value: SpaceOverride)
SpaceOverride get_angular_damp_space_override_mode()
Override mode for angular damping calculations within this area. See SpaceOverride for possible values.
StringName audio_bus_name = &"Master" 🔗
void set_audio_bus_name(value: StringName)
StringName get_audio_bus_name()
The name of the area's audio bus.
bool audio_bus_override = false 🔗
If true
, the area's audio bus overrides the default audio bus.
The area's gravity intensity (in pixels per second squared). This value multiplies the gravity direction. This is useful to alter the force of gravity without altering its direction.
Vector2 gravity_direction = Vector2(0, 1) 🔗
The area's gravity vector (not normalized).
bool gravity_point = false 🔗
If true
, gravity is calculated from a point (set via gravity_point_center). See also gravity_space_override.
Vector2 gravity_point_center = Vector2(0, 1) 🔗
If gravity is a point (see gravity_point), this will be the point of attraction.
float gravity_point_unit_distance = 0.0 🔗
The distance at which the gravity strength is equal to gravity. For example, on a planet 100 pixels in radius with a surface gravity of 4.0 px/s², set the gravity to 4.0 and the unit distance to 100.0. The gravity will have falloff according to the inverse square law, so in the example, at 200 pixels from the center the gravity will be 1.0 px/s² (twice the distance, 1/4th the gravity), at 50 pixels it will be 16.0 px/s² (half the distance, 4x the gravity), and so on.
The above is true only when the unit distance is a positive number. When this is set to 0.0, the gravity will be constant regardless of distance.
SpaceOverride gravity_space_override = 0 🔗
void set_gravity_space_override_mode(value: SpaceOverride)
SpaceOverride get_gravity_space_override_mode()
Override mode for gravity calculations within this area. See SpaceOverride for possible values.
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.
SpaceOverride linear_damp_space_override = 0 🔗
void set_linear_damp_space_override_mode(value: SpaceOverride)
SpaceOverride get_linear_damp_space_override_mode()
Override mode for linear damping calculations within this area. See SpaceOverride for possible values.
If true
, other monitoring areas can detect this area.
If true
, the area detects bodies or areas entering and exiting it.
The area's priority. Higher priority areas are processed first. The World2D's physics is always processed last, after all areas.
Method Descriptions
Array[Area2D] get_overlapping_areas() const 🔗
Returns a list of intersecting Area2Ds. The overlapping area's CollisionObject2D.collision_layer must be part of this area's CollisionObject2D.collision_mask in order to be detected.
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[Node2D] get_overlapping_bodies() const 🔗
Returns a list of intersecting PhysicsBody2Ds and TileMaps. The overlapping body's CollisionObject2D.collision_layer must be part of this area's CollisionObject2D.collision_mask in order to be detected.
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.
bool has_overlapping_areas() const 🔗
Returns true
if intersecting any Area2Ds, otherwise returns false
. The overlapping area's CollisionObject2D.collision_layer must be part of this area's CollisionObject2D.collision_mask in order to be detected.
For performance reasons (collisions are all processed at the same time) the list of overlapping areas is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
bool has_overlapping_bodies() const 🔗
Returns true
if intersecting any PhysicsBody2Ds or TileMaps, otherwise returns false
. The overlapping body's CollisionObject2D.collision_layer must be part of this area's CollisionObject2D.collision_mask in order to be detected.
For performance reasons (collisions are all processed at the same time) the list of overlapping bodies is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
bool overlaps_area(area: Node) const 🔗
Returns true
if the given Area2D intersects or overlaps this Area2D, false
otherwise.
Note: The result of this test is not immediate after moving objects. For performance, the list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
bool overlaps_body(body: Node) const 🔗
Returns true
if the given physics body intersects or overlaps this Area2D, false
otherwise.
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 bodies themselves, they register their tiles with collision shapes as a virtual physics body.