mirror of
https://github.com/godotengine/godot
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241 lines
12 KiB
XML
241 lines
12 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Area2D" inherits="CollisionObject2D" version="4.0">
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<brief_description>
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2D area for detection and 2D physics influence.
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</brief_description>
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<description>
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2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
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</description>
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<tutorials>
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<link title="Using Area2D">https://docs.godotengine.org/en/latest/tutorials/physics/using_area_2d.html</link>
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<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
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<link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link>
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<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>
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</tutorials>
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<methods>
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<method name="get_collision_layer_bit" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="bit" type="int">
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</argument>
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<description>
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Returns an individual bit on the layer mask. Describes whether other areas will collide with this one on the given layer.
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</description>
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</method>
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<method name="get_collision_mask_bit" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="bit" type="int">
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</argument>
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<description>
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Returns an individual bit on the collision mask. Describes whether this area will collide with others on the given layer.
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</description>
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</method>
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<method name="get_overlapping_areas" qualifiers="const">
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<return type="Area2D[]">
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</return>
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<description>
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Returns a list of intersecting [Area2D]s. 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.
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</description>
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</method>
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<method name="get_overlapping_bodies" qualifiers="const">
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<return type="Node2D[]">
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</return>
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<description>
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Returns a list of intersecting [PhysicsBody2D]s. 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.
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</description>
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</method>
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<method name="overlaps_area" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="area" type="Node">
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</argument>
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<description>
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If [code]true[/code], the given area overlaps the Area2D.
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[b]Note:[/b] 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.
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</description>
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</method>
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<method name="overlaps_body" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="body" type="Node">
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</argument>
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<description>
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If [code]true[/code], the given physics body overlaps the Area2D.
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[b]Note:[/b] 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.
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The [code]body[/code] argument can either be a [PhysicsBody2D] or a [TileMap] instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
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</description>
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</method>
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<method name="set_collision_layer_bit">
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<return type="void">
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</return>
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<argument index="0" name="bit" type="int">
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</argument>
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<argument index="1" name="value" type="bool">
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</argument>
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<description>
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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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</description>
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</method>
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<method name="set_collision_mask_bit">
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<return type="void">
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</return>
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<argument index="0" name="bit" type="int">
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</argument>
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<argument index="1" name="value" type="bool">
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</argument>
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<description>
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Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
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</description>
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</method>
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</methods>
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<members>
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<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="1.0">
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The rate at which objects stop spinning in this area. Represents the angular velocity lost per second.
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See [member ProjectSettings.physics/2d/default_angular_damp] for more details about damping.
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</member>
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<member name="audio_bus_name" type="StringName" setter="set_audio_bus_name" getter="get_audio_bus_name" default="@"Master"">
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The name of the area's audio bus.
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</member>
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<member name="audio_bus_override" type="bool" setter="set_audio_bus_override" getter="is_overriding_audio_bus" default="false">
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If [code]true[/code], the area's audio bus overrides the default audio bus.
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</member>
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<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
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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 [member collision_mask]. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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<member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="98.0">
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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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</member>
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<member name="gravity_distance_scale" type="float" setter="set_gravity_distance_scale" getter="get_gravity_distance_scale" default="0.0">
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The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.
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</member>
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<member name="gravity_point" type="bool" setter="set_gravity_is_point" getter="is_gravity_a_point" default="false">
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If [code]true[/code], gravity is calculated from a point (set via [member gravity_vec]). See also [member space_override].
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</member>
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<member name="gravity_vec" type="Vector2" setter="set_gravity_vector" getter="get_gravity_vector" default="Vector2( 0, 1 )">
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The area's gravity vector (not normalized). If gravity is a point (see [member gravity_point]), this will be the point of attraction.
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</member>
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<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.1">
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The rate at which objects stop moving in this area. Represents the linear velocity lost per second.
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See [member ProjectSettings.physics/2d/default_linear_damp] for more details about damping.
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</member>
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<member name="monitorable" type="bool" setter="set_monitorable" getter="is_monitorable" default="true">
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If [code]true[/code], other monitoring areas can detect this area.
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</member>
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<member name="monitoring" type="bool" setter="set_monitoring" getter="is_monitoring" default="true">
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If [code]true[/code], the area detects bodies or areas entering and exiting it.
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</member>
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<member name="priority" type="float" setter="set_priority" getter="get_priority" default="0.0">
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The area's priority. Higher priority areas are processed first.
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</member>
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<member name="space_override" type="int" setter="set_space_override_mode" getter="get_space_override_mode" enum="Area2D.SpaceOverride" default="0">
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Override mode for gravity and damping calculations within this area. See [enum SpaceOverride] for possible values.
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</member>
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</members>
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<signals>
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<signal name="area_entered">
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<argument index="0" name="area" type="Area2D">
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</argument>
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<description>
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Emitted when another area enters.
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</description>
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</signal>
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<signal name="area_exited">
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<argument index="0" name="area" type="Area2D">
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</argument>
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<description>
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Emitted when another area exits.
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</description>
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</signal>
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<signal name="area_shape_entered">
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<argument index="0" name="area_id" type="int">
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</argument>
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<argument index="1" name="area" type="Area2D">
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</argument>
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<argument index="2" name="area_shape" type="int">
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</argument>
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<argument index="3" name="self_shape" type="int">
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</argument>
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<description>
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Emitted when another area enters, reporting which shapes overlapped. [code]shape_owner_get_owner(shape_find_owner(shape))[/code] returns the parent object of the owner of the [code]shape[/code].
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</description>
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</signal>
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<signal name="area_shape_exited">
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<argument index="0" name="area_id" type="int">
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</argument>
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<argument index="1" name="area" type="Area2D">
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</argument>
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<argument index="2" name="area_shape" type="int">
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</argument>
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<argument index="3" name="self_shape" type="int">
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</argument>
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<description>
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Emitted when another area exits, reporting which shapes were overlapping.
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</description>
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</signal>
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<signal name="body_entered">
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<argument index="0" name="body" type="Node">
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</argument>
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<description>
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Emitted when a physics body enters.
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The [code]body[/code] argument can either be a [PhysicsBody2D] or a [TileMap] instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
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</description>
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</signal>
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<signal name="body_exited">
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<argument index="0" name="body" type="Node">
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</argument>
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<description>
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Emitted when a physics body exits.
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The [code]body[/code] argument can either be a [PhysicsBody2D] or a [TileMap] instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
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</description>
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</signal>
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<signal name="body_shape_entered">
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<argument index="0" name="body_id" type="int">
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</argument>
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<argument index="1" name="body" type="Node">
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</argument>
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<argument index="2" name="body_shape" type="int">
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</argument>
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<argument index="3" name="area_shape" type="int">
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</argument>
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<description>
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Emitted when a physics body enters, reporting which shapes overlapped.
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The [code]body[/code] argument can either be a [PhysicsBody2D] or a [TileMap] instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
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</description>
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</signal>
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<signal name="body_shape_exited">
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<argument index="0" name="body_id" type="int">
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</argument>
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<argument index="1" name="body" type="Node">
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</argument>
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<argument index="2" name="body_shape" type="int">
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</argument>
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<argument index="3" name="area_shape" type="int">
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</argument>
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<description>
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Emitted when a physics body exits, reporting which shapes were overlapping.
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The [code]body[/code] argument can either be a [PhysicsBody2D] or a [TileMap] instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="SPACE_OVERRIDE_DISABLED" value="0" enum="SpaceOverride">
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This area does not affect gravity/damping.
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</constant>
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<constant name="SPACE_OVERRIDE_COMBINE" value="1" enum="SpaceOverride">
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This area adds its gravity/damping values to whatever has been calculated so far (in [member priority] order).
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</constant>
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<constant name="SPACE_OVERRIDE_COMBINE_REPLACE" value="2" enum="SpaceOverride">
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This area adds its gravity/damping values to whatever has been calculated so far (in [member priority] order), ignoring any lower priority areas.
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</constant>
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<constant name="SPACE_OVERRIDE_REPLACE" value="3" enum="SpaceOverride">
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This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas.
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</constant>
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<constant name="SPACE_OVERRIDE_REPLACE_COMBINE" value="4" enum="SpaceOverride">
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This area replaces any gravity/damping calculated so far (in [member priority] order), but keeps calculating the rest of the areas.
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</constant>
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</constants>
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</class>
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