2D area for detection and 2D physics influence.
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.
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.
2D area that detects CollisionObject2D nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. Values range from 0 (no damping) to 1 (full damping).
The name of the area’s audio bus.
If true, the area’s audio bus overrides the default audio bus. Default value: false.
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.
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 true, gravity is calculated from a point (set via gravity_vec). Also see space_override. Default value: false.
The area’s gravity vector (not normalized). If gravity is a point (see gravity_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 0 (no damping) to 1 (full damping).
If true, other monitoring areas can detect this area. Default value: true.
If true, the area detects bodies or areas entering and exiting it. Default value: true.
The area’s priority. Higher priority areas are processed first. Default value: 0.
Override mode for gravity and damping calculations within this area. See SpaceOverride for possible values.
Return an individual bit on the layer mask. Describes whether other areas will collide with this one on the given layer.
Return an individual bit on the collision mask. Describes whether this area will collide with others on the given layer.
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.
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 that 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 body overlaps the Area2D. Note that 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.
Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier.
Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.