diff --git a/tutorials/physics/img/area2d_coin_nodes.png b/tutorials/physics/img/area2d_coin_nodes.png deleted file mode 100644 index 92e4498c5..000000000 Binary files a/tutorials/physics/img/area2d_coin_nodes.png and /dev/null differ diff --git a/tutorials/physics/img/area2d_coin_nodes.webp b/tutorials/physics/img/area2d_coin_nodes.webp new file mode 100644 index 000000000..77952d163 Binary files /dev/null and b/tutorials/physics/img/area2d_coin_nodes.webp differ diff --git a/tutorials/physics/img/area2d_properties.png b/tutorials/physics/img/area2d_properties.png deleted file mode 100644 index f766bc5b1..000000000 Binary files a/tutorials/physics/img/area2d_properties.png and /dev/null differ diff --git a/tutorials/physics/img/area2d_properties.webp b/tutorials/physics/img/area2d_properties.webp new file mode 100644 index 000000000..15c1e5a1c Binary files /dev/null and b/tutorials/physics/img/area2d_properties.webp differ diff --git a/tutorials/physics/using_area_2d.rst b/tutorials/physics/using_area_2d.rst index 3251830c4..880926e92 100644 --- a/tutorials/physics/using_area_2d.rst +++ b/tutorials/physics/using_area_2d.rst @@ -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 `, 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.