Returns an individual bit on the layer mask. Describes whether other areas will collide with this one on the given layer.
Returns an individual bit on the collision mask. Describes whether this area will collide with others on the given layer.
Returns a list of intersecting Area2Ds. 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.
Returns a list of intersecting PhysicsBody2Ds. 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.
If true, the given area overlaps the Area2D. Note: The result of this test is not immediate after moving objects. For performance, the list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
If true, the given physics body overlaps the Area2D. Note: 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. The body argument can either be a PhysicsBody2D or a TileMap instance (while TileMaps are not physics bodies themselves, they register their tiles with collision shapes as a virtual physics body).
Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier.
Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. See ProjectSettings.physics/2d/defaultAngularDamp for more details about damping.
The name of the area's audio bus.
If true, the area's audio bus overrides the default audio bus.
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 collisionMask. See url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masksCollision layers and masks/url in the documentation for more information.
The physics layers this area scans to determine collision detection. See url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masksCollision layers and masks/url in the documentation for more information.
The area's gravity intensity (in pixels per second squared). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.
If true, gravity is calculated from a point (set via gravityVec). See also spaceOverride.
The area's gravity vector (not normalized). If gravity is a point (see gravityPoint), this will be the point of attraction.
The rate at which objects stop moving in this area. Represents the linear velocity lost per second. See ProjectSettings.physics/2d/defaultLinearDamp for more details about damping.
If true, other monitoring areas can detect this area.
If true, the area detects bodies or areas entering and exiting it.
The area's priority. Higher priority areas are processed first.
Override mode for gravity and damping calculations within this area. See spaceoverride for possible values.
Construct a new instance of Area2D. Note: use memnew!Area2D instead.
2D area for detection and 2D physics influence.
2D area that detects CollisionObject2D nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).