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<?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>
<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>
<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>
<link title= "2D Pong Demo" > https://godotengine.org/asset-library/asset/121</link>
<link title= "2D Platformer Demo" > https://godotengine.org/asset-library/asset/120</link>
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</tutorials>
<methods >
<method name= "get_collision_layer_bit" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "bit" type= "int" >
</argument>
<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>
</method>
<method name= "get_collision_mask_bit" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "bit" type= "int" >
</argument>
<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>
</method>
<method name= "get_overlapping_areas" qualifiers= "const" >
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<return type= "Area2D[]" >
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</return>
<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>
</method>
<method name= "get_overlapping_bodies" qualifiers= "const" >
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<return type= "Node2D[]" >
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</return>
<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>
</method>
<method name= "overlaps_area" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "area" type= "Node" >
</argument>
<description >
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If [code]true[/code], the given area overlaps the Area2D.
[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>
</method>
<method name= "overlaps_body" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "body" type= "Node" >
</argument>
<description >
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If [code]true[/code], the given physics body overlaps the Area2D.
[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>
</method>
<method name= "set_collision_layer_bit" >
<return type= "void" >
</return>
<argument index= "0" name= "bit" type= "int" >
</argument>
<argument index= "1" name= "value" type= "bool" >
</argument>
<description >
Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier.
</description>
</method>
<method name= "set_collision_mask_bit" >
<return type= "void" >
</return>
<argument index= "0" name= "bit" type= "int" >
</argument>
<argument index= "1" name= "value" type= "bool" >
</argument>
<description >
Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
</description>
</method>
</methods>
<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.
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.
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>
</members>
<signals >
<signal name= "area_entered" >
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<argument index= "0" name= "area" type= "Area2D" >
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</argument>
<description >
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Emitted when another area enters.
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</description>
</signal>
<signal name= "area_exited" >
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<argument index= "0" name= "area" type= "Area2D" >
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</argument>
<description >
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Emitted when another area exits.
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</description>
</signal>
<signal name= "area_shape_entered" >
<argument index= "0" name= "area_id" type= "int" >
</argument>
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<argument index= "1" name= "area" type= "Area2D" >
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</argument>
<argument index= "2" name= "area_shape" type= "int" >
</argument>
<argument index= "3" name= "self_shape" type= "int" >
</argument>
<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>
</signal>
<signal name= "area_shape_exited" >
<argument index= "0" name= "area_id" type= "int" >
</argument>
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<argument index= "1" name= "area" type= "Area2D" >
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</argument>
<argument index= "2" name= "area_shape" type= "int" >
</argument>
<argument index= "3" name= "self_shape" type= "int" >
</argument>
<description >
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Emitted when another area exits, reporting which shapes were overlapping.
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</description>
</signal>
<signal name= "body_entered" >
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<argument index= "0" name= "body" type= "Node" >
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</argument>
<description >
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Emitted when a physics body enters.
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>
</signal>
<signal name= "body_exited" >
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<argument index= "0" name= "body" type= "Node" >
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</argument>
<description >
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Emitted when a physics body exits.
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>
</signal>
<signal name= "body_shape_entered" >
<argument index= "0" name= "body_id" type= "int" >
</argument>
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<argument index= "1" name= "body" type= "Node" >
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</argument>
<argument index= "2" name= "body_shape" type= "int" >
</argument>
<argument index= "3" name= "area_shape" type= "int" >
</argument>
<description >
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Emitted when a physics body enters, reporting which shapes overlapped.
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>
</signal>
<signal name= "body_shape_exited" >
<argument index= "0" name= "body_id" type= "int" >
</argument>
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<argument index= "1" name= "body" type= "Node" >
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</argument>
<argument index= "2" name= "body_shape" type= "int" >
</argument>
<argument index= "3" name= "area_shape" type= "int" >
</argument>
<description >
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Emitted when a physics body exits, reporting which shapes were overlapping.
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>
</signal>
</signals>
<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>
</constants>
</class>