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218 lines
11 KiB
ReStructuredText
218 lines
11 KiB
ReStructuredText
.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the Area2D.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_Area2D:
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Area2D
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======
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**Inherits:** :ref:`CollisionObject2D<class_collisionobject2d>` **<** :ref:`Node2D<class_node2d>` **<** :ref:`CanvasItem<class_canvasitem>` **<** :ref:`Node<class_node>` **<** :ref:`Object<class_object>`
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**Category:** Core
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Brief Description
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-----------------
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2D area for detection and 2D physics influence.
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Member Functions
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----------------
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+----------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_collision_layer_bit<class_Area2D_get_collision_layer_bit>` **(** :ref:`int<class_int>` bit **)** const |
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+----------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_collision_mask_bit<class_Area2D_get_collision_mask_bit>` **(** :ref:`int<class_int>` bit **)** const |
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+----------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Array<class_array>` | :ref:`get_overlapping_areas<class_Area2D_get_overlapping_areas>` **(** **)** const |
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+----------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Array<class_array>` | :ref:`get_overlapping_bodies<class_Area2D_get_overlapping_bodies>` **(** **)** const |
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+----------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`overlaps_area<class_Area2D_overlaps_area>` **(** :ref:`Node<class_node>` area **)** const |
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+----------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`overlaps_body<class_Area2D_overlaps_body>` **(** :ref:`Node<class_node>` body **)** const |
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+----------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_collision_layer_bit<class_Area2D_set_collision_layer_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
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+----------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_collision_mask_bit<class_Area2D_set_collision_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
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+----------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
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Signals
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-------
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.. _class_Area2D_area_entered:
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- **area_entered** **(** :ref:`Object<class_object>` area **)**
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Emitted when another area enters.
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.. _class_Area2D_area_exited:
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- **area_exited** **(** :ref:`Object<class_object>` area **)**
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Emitted when another area exits.
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.. _class_Area2D_area_shape_entered:
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- **area_shape_entered** **(** :ref:`int<class_int>` area_id, :ref:`Object<class_object>` area, :ref:`int<class_int>` area_shape, :ref:`int<class_int>` self_shape **)**
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Emitted when another area enters, reporting which shapes overlapped.
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.. _class_Area2D_area_shape_exited:
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- **area_shape_exited** **(** :ref:`int<class_int>` area_id, :ref:`Object<class_object>` area, :ref:`int<class_int>` area_shape, :ref:`int<class_int>` self_shape **)**
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Emitted when another area exits, reporting which shapes were overlapping.
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.. _class_Area2D_body_entered:
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- **body_entered** **(** :ref:`Object<class_object>` body **)**
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Emitted when a :ref:`PhysicsBody2D<class_physicsbody2d>` object enters.
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.. _class_Area2D_body_exited:
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- **body_exited** **(** :ref:`Object<class_object>` body **)**
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Emitted when a :ref:`PhysicsBody2D<class_physicsbody2d>` object exits.
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.. _class_Area2D_body_shape_entered:
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- **body_shape_entered** **(** :ref:`int<class_int>` body_id, :ref:`Object<class_object>` body, :ref:`int<class_int>` body_shape, :ref:`int<class_int>` area_shape **)**
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Emitted when a :ref:`PhysicsBody2D<class_physicsbody2d>` object enters, reporting which shapes overlapped.
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.. _class_Area2D_body_shape_exited:
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- **body_shape_exited** **(** :ref:`int<class_int>` body_id, :ref:`Object<class_object>` body, :ref:`int<class_int>` body_shape, :ref:`int<class_int>` area_shape **)**
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Emitted when a :ref:`PhysicsBody2D<class_physicsbody2d>` object exits, reporting which shapes were overlapping.
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Member Variables
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----------------
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.. _class_Area2D_angular_damp:
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- :ref:`float<class_float>` **angular_damp** - 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).
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.. _class_Area2D_audio_bus_name:
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- :ref:`String<class_string>` **audio_bus_name** - The name of the area's audio bus.
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.. _class_Area2D_audio_bus_override:
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- :ref:`bool<class_bool>` **audio_bus_override** - If ``true`` the area's audio bus overrides the default audio bus. Default value: ``false``.
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.. _class_Area2D_collision_layer:
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- :ref:`int<class_int>` **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``.
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.. _class_Area2D_collision_mask:
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- :ref:`int<class_int>` **collision_mask** - The physics layers this area scans to determine collision detection.
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.. _class_Area2D_gravity:
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- :ref:`float<class_float>` **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.
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.. _class_Area2D_gravity_distance_scale:
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- :ref:`float<class_float>` **gravity_distance_scale** - The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.
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.. _class_Area2D_gravity_point:
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- :ref:`bool<class_bool>` **gravity_point** - If ``true`` gravity is calculated from a point (set via ``gravity_vec``). Also see ``space_override``. Default value: ``false``.
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.. _class_Area2D_gravity_vec:
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- :ref:`Vector2<class_vector2>` **gravity_vec** - The area's gravity vector (not normalized). If gravity is a point (see :ref:`is_gravity_a_point<class_Area2D_is_gravity_a_point>`), this will be the point of attraction.
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.. _class_Area2D_linear_damp:
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- :ref:`float<class_float>` **linear_damp** - 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).
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.. _class_Area2D_monitorable:
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- :ref:`bool<class_bool>` **monitorable** - If ``true`` other monitoring areas can detect this area. Default value: ``true``.
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.. _class_Area2D_monitoring:
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- :ref:`bool<class_bool>` **monitoring** - If ``true`` the area detects bodies or areas entering and exiting it. Default value: ``true``.
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.. _class_Area2D_priority:
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- :ref:`float<class_float>` **priority** - The area's priority. Higher priority areas are processed first. Default value: 0.
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.. _class_Area2D_space_override:
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- :ref:`int<class_int>` **space_override** - Override mode for gravity and damping calculations within this area. See the SPACE_OVERRIDE\_\* constants for values.
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Numeric Constants
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-----------------
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- **SPACE_OVERRIDE_DISABLED** = **0** --- This area does not affect gravity/damping.
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- **SPACE_OVERRIDE_COMBINE** = **1** --- This area adds its gravity/damping values to whatever has been calculated so far (in ``priority`` order).
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- **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.
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- **SPACE_OVERRIDE_REPLACE** = **3** --- This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas.
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- **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.
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Description
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-----------
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2D area that detects :ref:`CollisionObject2D<class_collisionobject2d>` nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
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Member Function Description
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---------------------------
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.. _class_Area2D_get_collision_layer_bit:
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- :ref:`bool<class_bool>` **get_collision_layer_bit** **(** :ref:`int<class_int>` bit **)** const
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Return an individual bit on the layer mask. Describes whether other areas will collide with this one on the given layer.
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.. _class_Area2D_get_collision_mask_bit:
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- :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** const
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Return an individual bit on the collision mask. Describes whether this area will collide with others on the given layer.
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.. _class_Area2D_get_overlapping_areas:
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- :ref:`Array<class_array>` **get_overlapping_areas** **(** **)** const
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Returns a list of intersecting ``Area2D``\ s.
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.. _class_Area2D_get_overlapping_bodies:
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- :ref:`Array<class_array>` **get_overlapping_bodies** **(** **)** const
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Returns a list of intersecting :ref:`PhysicsBody2D<class_physicsbody2d>`\ s.
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.. _class_Area2D_overlaps_area:
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- :ref:`bool<class_bool>` **overlaps_area** **(** :ref:`Node<class_node>` area **)** const
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If ``true`` the given area overlaps the Area2D.
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.. _class_Area2D_overlaps_body:
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- :ref:`bool<class_bool>` **overlaps_body** **(** :ref:`Node<class_node>` body **)** const
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If ``true`` the given body overlaps the Area2D.
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.. _class_Area2D_set_collision_layer_bit:
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- void **set_collision_layer_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
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Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier.
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.. _class_Area2D_set_collision_mask_bit:
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- void **set_collision_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
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Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
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