update images and related information

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Hana - Piralein
2023-08-20 15:34:05 +02:00
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commit 6a6ef0731d
5 changed files with 15 additions and 15 deletions

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@@ -28,21 +28,21 @@ Area properties
Areas have many properties you can use to customize their behavior.
.. image:: img/area2d_properties.png
.. image:: img/area2d_properties.webp
The first eight properties are used to configure the area's physics override
behavior. We'll look at how to use those in the section below.
The ``Gravity``, ``Linear Damp``, and ``Angular Damp`` sections
are used to configure the area's physics override behavior.
We'll look at how to use those in the *Area influence* section below.
*Monitoring* and *Monitorable* are used to enable and disable the area.
``Monitoring`` and ``Monitorable`` are used to enable and disable the area.
The "Collision" section is where you configure the area's collision layer(s)
and mask(s).
The "Audio Bus" section allows you to override audio in the area, for example to
The ``Audio Bus`` section allows you to override audio in the area, for example to
apply an audio effect when the player moves through.
Note that Area2D extends :ref:`CollisionObject2D <class_CollisionObject2D>`, so it
also provides properties inherited from that class, such as ``input_pickable``.
also provides properties inherited from that class.
The ``Collision`` section of ``CollisionObject2D`` is where you configure the
area's collision layer(s) and mask(s).
Overlap detection
-----------------
@@ -57,7 +57,7 @@ to disappear when the player touches it.
Here's the node setup for the coin:
.. image:: img/area2d_coin_nodes.png
.. image:: img/area2d_coin_nodes.webp
To detect the overlap, we'll connect the appropriate signal on the Area2D. Which
signal to use depends on the player's node type. If the player is another area,
@@ -102,8 +102,8 @@ Area influence
--------------
The second major use for area nodes is to alter physics. By default, the area
won't do this, but you can enable this with the *Space Override* property. When
areas overlap, they are processed in *Priority* order (higher priority areas are
won't do this, but you can enable this with the ``Space Override`` property. When
areas overlap, they are processed in ``Priority`` order (higher priority areas are
processed first). There are four options for override:
- *Combine* - The area adds its values to what has been calculated so far.
@@ -117,15 +117,15 @@ overlapping areas.
The physics properties that can be overridden are:
- *Gravity* - Gravity's strength inside the area.
- *Gravity Vec* - Gravity's direction. This vector does not need to be normalized.
- *Gravity Direction* - This vector does not need to be normalized.
- *Linear Damp* - How quickly objects stop moving - linear velocity lost per second.
- *Angular Damp* - How quickly objects stop spinning - angular velocity lost per second.
Point gravity
~~~~~~~~~~~~~
The *Gravity Point* property allows you to create an "attractor". Gravity in the
area will be calculated towards a point, given by the *Gravity Vec* property.
The ``Gravity Point`` property allows you to create an "attractor". Gravity in the
area will be calculated towards a point, given by the ``Point Center`` property.
Values are relative to the Area2D, so for example using ``(0, 0)`` will attract
objects to the center of the area.