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godot-docs/classes/class_area2d.rst

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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the Area2D.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_Area2D:
Area2D
======
**Inherits:** :ref:`CollisionObject2D<class_collisionobject2d>` **<** :ref:`Node2D<class_node2d>` **<** :ref:`CanvasItem<class_canvasitem>` **<** :ref:`Node<class_node>` **<** :ref:`Object<class_object>`
**Category:** Core
Brief Description
-----------------
2D area for detection and 2D physics influence.
Member Functions
----------------
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_angular_damp<class_Area2D_get_angular_damp>` **(** **)** const |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`String<class_string>` | :ref:`get_audio_bus_name<class_Area2D_get_audio_bus_name>` **(** **)** const |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_collision_layer<class_Area2D_get_collision_layer>` **(** **)** const |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`get_collision_layer_bit<class_Area2D_get_collision_layer_bit>` **(** :ref:`int<class_int>` bit **)** const |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_collision_mask<class_Area2D_get_collision_mask>` **(** **)** const |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`get_collision_mask_bit<class_Area2D_get_collision_mask_bit>` **(** :ref:`int<class_int>` bit **)** const |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_gravity<class_Area2D_get_gravity>` **(** **)** const |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_gravity_distance_scale<class_Area2D_get_gravity_distance_scale>` **(** **)** const |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector2<class_vector2>` | :ref:`get_gravity_vector<class_Area2D_get_gravity_vector>` **(** **)** const |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_linear_damp<class_Area2D_get_linear_damp>` **(** **)** const |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_array>` | :ref:`get_overlapping_areas<class_Area2D_get_overlapping_areas>` **(** **)** const |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_array>` | :ref:`get_overlapping_bodies<class_Area2D_get_overlapping_bodies>` **(** **)** const |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_priority<class_Area2D_get_priority>` **(** **)** const |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_space_override_mode<class_Area2D_get_space_override_mode>` **(** **)** const |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`is_gravity_a_point<class_Area2D_is_gravity_a_point>` **(** **)** const |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`is_monitorable<class_Area2D_is_monitorable>` **(** **)** const |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`is_monitoring<class_Area2D_is_monitoring>` **(** **)** const |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`is_overriding_audio_bus<class_Area2D_is_overriding_audio_bus>` **(** **)** const |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`overlaps_area<class_Area2D_overlaps_area>` **(** :ref:`Node<class_node>` area **)** const |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`overlaps_body<class_Area2D_overlaps_body>` **(** :ref:`Node<class_node>` body **)** const |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_angular_damp<class_Area2D_set_angular_damp>` **(** :ref:`float<class_float>` angular_damp **)** |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_audio_bus_name<class_Area2D_set_audio_bus_name>` **(** :ref:`String<class_string>` name **)** |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_audio_bus_override<class_Area2D_set_audio_bus_override>` **(** :ref:`bool<class_bool>` enable **)** |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_collision_layer<class_Area2D_set_collision_layer>` **(** :ref:`int<class_int>` collision_layer **)** |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_collision_layer_bit<class_Area2D_set_collision_layer_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_collision_mask<class_Area2D_set_collision_mask>` **(** :ref:`int<class_int>` collision_mask **)** |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_collision_mask_bit<class_Area2D_set_collision_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_gravity<class_Area2D_set_gravity>` **(** :ref:`float<class_float>` gravity **)** |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_gravity_distance_scale<class_Area2D_set_gravity_distance_scale>` **(** :ref:`float<class_float>` distance_scale **)** |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_gravity_is_point<class_Area2D_set_gravity_is_point>` **(** :ref:`bool<class_bool>` enable **)** |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_gravity_vector<class_Area2D_set_gravity_vector>` **(** :ref:`Vector2<class_vector2>` vector **)** |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_linear_damp<class_Area2D_set_linear_damp>` **(** :ref:`float<class_float>` linear_damp **)** |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_monitorable<class_Area2D_set_monitorable>` **(** :ref:`bool<class_bool>` enable **)** |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_monitoring<class_Area2D_set_monitoring>` **(** :ref:`bool<class_bool>` enable **)** |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_priority<class_Area2D_set_priority>` **(** :ref:`float<class_float>` priority **)** |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_space_override_mode<class_Area2D_set_space_override_mode>` **(** :ref:`int<class_int>` space_override_mode **)** |
+--------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
Signals
-------
- **area_entered** **(** :ref:`Object<class_object>` area **)**
Emitted when another area enters.
- **area_exited** **(** :ref:`Object<class_object>` area **)**
Emitted when another area exits.
- **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 **)**
Emitted when another area enters, reporting which shapes overlapped.
- **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 **)**
Emitted when another area exits, reporting which shapes were overlapping.
- **body_entered** **(** :ref:`Object<class_object>` body **)**
Emitted when a :ref:`PhysicsBody2D<class_physicsbody2d>` object enters.
- **body_exited** **(** :ref:`Object<class_object>` body **)**
Emitted when a :ref:`PhysicsBody2D<class_physicsbody2d>` object exits.
- **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 **)**
Emitted when a :ref:`PhysicsBody2D<class_physicsbody2d>` object enters, reporting which shapes overlapped.
- **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 **)**
Emitted when a :ref:`PhysicsBody2D<class_physicsbody2d>` object exits, reporting which shapes were overlapping.
Member Variables
----------------
- :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).
- :ref:`String<class_string>` **audio_bus_name** - The name of the area's audio bus.
- :ref:`bool<class_bool>` **audio_bus_override** - If ``true`` the area's audio bus overrides the default audio bus. Default value: ``false``.
- :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``.
- :ref:`int<class_int>` **collision_mask** - The physics layers this area scans to determine collision detection.
- :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.
- :ref:`float<class_float>` **gravity_distance_scale** - The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.
- :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``.
- :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.
- :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).
- :ref:`bool<class_bool>` **monitorable** - If ``true`` other monitoring areas can detect this area. Default value: ``true``.
- :ref:`bool<class_bool>` **monitoring** - If ``true`` the area detects bodies or areas entering and exiting it. Default value: ``true``.
- :ref:`float<class_float>` **priority** - The area's priority. Higher priority areas are processed first. Default value: 0.
- :ref:`int<class_int>` **space_override** - Override mode for gravity and damping calculations within this area. See the SPACE_OVERRIDE\_\* constants for values.
Numeric Constants
-----------------
- **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.
Description
-----------
2D area that detects :ref:`CollisionObject2D<class_collisionobject2d>` nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
Member Function Description
---------------------------
.. _class_Area2D_get_angular_damp:
- :ref:`float<class_float>` **get_angular_damp** **(** **)** const
Return the angular damp rate.
.. _class_Area2D_get_audio_bus_name:
- :ref:`String<class_string>` **get_audio_bus_name** **(** **)** const
.. _class_Area2D_get_collision_layer:
- :ref:`int<class_int>` **get_collision_layer** **(** **)** const
Return the physics layer this area is in.
.. _class_Area2D_get_collision_layer_bit:
- :ref:`bool<class_bool>` **get_collision_layer_bit** **(** :ref:`int<class_int>` bit **)** const
Return an individual bit on the layer mask. Describes whether other areas will collide with this one on the given layer.
.. _class_Area2D_get_collision_mask:
- :ref:`int<class_int>` **get_collision_mask** **(** **)** const
Return the physics layers this area will scan to determine collisions.
.. _class_Area2D_get_collision_mask_bit:
- :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** const
Return an individual bit on the collision mask. Describes whether this area will collide with others on the given layer.
.. _class_Area2D_get_gravity:
- :ref:`float<class_float>` **get_gravity** **(** **)** const
Return the gravity intensity.
.. _class_Area2D_get_gravity_distance_scale:
- :ref:`float<class_float>` **get_gravity_distance_scale** **(** **)** const
Return the falloff factor for point gravity.
.. _class_Area2D_get_gravity_vector:
- :ref:`Vector2<class_vector2>` **get_gravity_vector** **(** **)** const
Return the gravity vector. If gravity is a point (see :ref:`is_gravity_a_point<class_Area2D_is_gravity_a_point>`), this will be the attraction center.
.. _class_Area2D_get_linear_damp:
- :ref:`float<class_float>` **get_linear_damp** **(** **)** const
Return the linear damp rate.
.. _class_Area2D_get_overlapping_areas:
- :ref:`Array<class_array>` **get_overlapping_areas** **(** **)** const
Returns a list of intersecting :ref:`Area2D<class_area2d>`\ s.
.. _class_Area2D_get_overlapping_bodies:
- :ref:`Array<class_array>` **get_overlapping_bodies** **(** **)** const
Returns a list of intersecting :ref:`PhysicsBody2D<class_physicsbody2d>`\ s.
.. _class_Area2D_get_priority:
- :ref:`float<class_float>` **get_priority** **(** **)** const
Return the processing order of this area.
.. _class_Area2D_get_space_override_mode:
- :ref:`int<class_int>` **get_space_override_mode** **(** **)** const
Return the space override mode.
.. _class_Area2D_is_gravity_a_point:
- :ref:`bool<class_bool>` **is_gravity_a_point** **(** **)** const
Return whether gravity is a point. A point gravity will attract objects towards it, as opposed to a gravity vector, which moves them in a given direction.
.. _class_Area2D_is_monitorable:
- :ref:`bool<class_bool>` **is_monitorable** **(** **)** const
Return whether this area can be detected by other, monitoring, areas.
.. _class_Area2D_is_monitoring:
- :ref:`bool<class_bool>` **is_monitoring** **(** **)** const
Return whether this area detects bodies/areas entering/exiting it.
.. _class_Area2D_is_overriding_audio_bus:
- :ref:`bool<class_bool>` **is_overriding_audio_bus** **(** **)** const
.. _class_Area2D_overlaps_area:
- :ref:`bool<class_bool>` **overlaps_area** **(** :ref:`Node<class_node>` area **)** const
If ``true`` the given area overlaps the Area2D.
.. _class_Area2D_overlaps_body:
- :ref:`bool<class_bool>` **overlaps_body** **(** :ref:`Node<class_node>` body **)** const
If ``true`` the given body overlaps the Area2D.
.. _class_Area2D_set_angular_damp:
- void **set_angular_damp** **(** :ref:`float<class_float>` angular_damp **)**
Set the rate at which objects stop spinning in this area, if there are not any other forces making it spin. The value is a fraction of its current speed, lost per second. Thus, a value of 1.0 should mean stopping immediately, and 0.0 means the object never stops.
In practice, as the fraction of speed lost gets smaller with each frame, a value of 1.0 does not mean the object will stop in exactly one second. Only when the physics calculations are done at 1 frame per second, it does stop in a second.
.. _class_Area2D_set_audio_bus_name:
- void **set_audio_bus_name** **(** :ref:`String<class_string>` name **)**
.. _class_Area2D_set_audio_bus_override:
- void **set_audio_bus_override** **(** :ref:`bool<class_bool>` enable **)**
.. _class_Area2D_set_collision_layer:
- void **set_collision_layer** **(** :ref:`int<class_int>` collision_layer **)**
Set the physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using :ref:`set_collision_mask<class_Area2D_set_collision_mask>`.
A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
.. _class_Area2D_set_collision_layer_bit:
- void **set_collision_layer_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier.
.. _class_Area2D_set_collision_mask:
- void **set_collision_mask** **(** :ref:`int<class_int>` collision_mask **)**
Set the physics layers this area can scan for collisions.
.. _class_Area2D_set_collision_mask_bit:
- void **set_collision_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
.. _class_Area2D_set_gravity:
- void **set_gravity** **(** :ref:`float<class_float>` gravity **)**
Set the gravity intensity. This is useful to alter the force of gravity without altering its direction.
This value multiplies the gravity vector, whether it is the given vector (:ref:`set_gravity_vector<class_Area2D_set_gravity_vector>`), or a calculated one (when using a center of gravity).
.. _class_Area2D_set_gravity_distance_scale:
- void **set_gravity_distance_scale** **(** :ref:`float<class_float>` distance_scale **)**
Set the falloff factor for point gravity. The greater this value is, the faster the strength of gravity decreases with the square of distance.
.. _class_Area2D_set_gravity_is_point:
- void **set_gravity_is_point** **(** :ref:`bool<class_bool>` enable **)**
When overriding space parameters, this method sets whether this area has a center of gravity. To set/get the location of the center of gravity, use :ref:`set_gravity_vector<class_Area2D_set_gravity_vector>`/:ref:`get_gravity_vector<class_Area2D_get_gravity_vector>`.
.. _class_Area2D_set_gravity_vector:
- void **set_gravity_vector** **(** :ref:`Vector2<class_vector2>` vector **)**
Set the gravity vector. This vector does not have to be normalized.
If gravity is a point (see :ref:`is_gravity_a_point<class_Area2D_is_gravity_a_point>`), this will be the attraction center.
.. _class_Area2D_set_linear_damp:
- void **set_linear_damp** **(** :ref:`float<class_float>` linear_damp **)**
Set the rate at which objects stop moving in this area, if there are not any other forces moving it. The value is a fraction of its current speed, lost per second. Thus, a value of 1.0 should mean stopping immediately, and 0.0 means the object never stops.
In practice, as the fraction of speed lost gets smaller with each frame, a value of 1.0 does not mean the object will stop in exactly one second. Only when the physics calculations are done at 1 frame per second, it does stop in a second.
.. _class_Area2D_set_monitorable:
- void **set_monitorable** **(** :ref:`bool<class_bool>` enable **)**
Set whether this area can be detected by other, monitoring, areas. Only areas need to be marked as monitorable. Bodies are always so.
.. _class_Area2D_set_monitoring:
- void **set_monitoring** **(** :ref:`bool<class_bool>` enable **)**
Set whether this area can detect bodies/areas entering/exiting it.
.. _class_Area2D_set_priority:
- void **set_priority** **(** :ref:`float<class_float>` priority **)**
Set the order in which the area is processed. Greater values mean the area gets processed first. This is useful for areas which have a space override different from AREA_SPACE_OVERRIDE_DISABLED or AREA_SPACE_OVERRIDE_COMBINE, as they replace values, and are thus order-dependent.
Areas with the same priority value get evaluated in an unpredictable order, and should be differentiated if evaluation order is to be important.
.. _class_Area2D_set_space_override_mode:
- void **set_space_override_mode** **(** :ref:`int<class_int>` space_override_mode **)**
Set the space override mode. This mode controls how an area affects gravity and damp.
AREA_SPACE_OVERRIDE_DISABLED: This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them.
AREA_SPACE_OVERRIDE_COMBINE: This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects.
AREA_SPACE_OVERRIDE_COMBINE_REPLACE: This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one.
AREA_SPACE_OVERRIDE_REPLACE: This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas.
AREA_SPACE_OVERRIDE_REPLACE_COMBINE: This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.