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- .. _doc_using_area_2d:
- Using Area2D
- ============
- Introduction
- ------------
- Godot offers a number of collision objects to provide both collision detection
- and response. Trying to decide which one to use for your project can be confusing.
- You can avoid problems and simplify development if you understand how each of them
- works and what their pros and cons are. In this tutorial, we'll look at the
- :ref:`Area2D <class_Area2D>` node and show some examples of how it can be used.
- .. note:: This document assumes you're familiar with Godot's various physics
- bodies. Please read :ref:`doc_physics_introduction` first.
- What is an area?
- ----------------
- An Area2D defines a region of 2D space. In this space you can detect other
- :ref:`CollisionObject2D <class_CollisionObject2D>` nodes overlapping, entering,
- and exiting. Areas also allow for overriding local physics properties. We'll
- explore each of these functions below.
- Area properties
- ---------------
- Areas have many properties you can use to customize their behavior.
- .. image:: img/area2d_properties.png
- The first eight properties are used to configure the area's physics override
- behavior. We'll look at how to use those in the section below.
- *Monitoring* and *Monitorable* are used to enable and disable the area.
- The "Collision" section is where you configure the area's collision layer(s)
- and mask(s).
- The "Audio Bus" section allows you to override audio in the area, for example to
- apply an audio effect when the player moves through.
- Note that Area2D extends :ref:`CollisionObject2D <class_CollisionObject2D>`, so it
- also provides properties inherited from that class, such as ``input_pickable``.
- Overlap detection
- -----------------
- Perhaps the most common use of Area2D nodes is for contact and overlap detection.
- When you need to know that two objects have touched, but don't need physical
- collision, you can use an area to notify you of the contact.
- For example, let's say we're making a coin for the player to pick up. The coin is
- not a solid object - the player can't stand on it or push it - we just want it
- to disappear when the player touches it.
- Here's the node setup for the coin:
- .. image:: img/area2d_coin_nodes.png
- To detect the overlap, we'll connect the appropriate signal on the Area2d. Which
- signal to use depends on the player's node type. If the player is another area,
- use ``area_entered``. However, let's assume our player is a ``KinematicBody2D``
- (and therefore a ``CollisionObject2D`` type), so we'll connect the
- ``body_entered`` signal.
- .. note:: If you're not familiar with using signals, see :ref:`doc_signals` for
- an introduction.
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends Area2D
- func _on_Coin_body_entered(body):
- queue_free()
- .. code-tab:: csharp
- public class Coin : Area2D
- {
- public void OnCoinBodyEntered(PhysicsBody2D body)
- {
- QueueFree();
- }
- }
- Now our player can collect the coins!
- Some other usage examples:
- - Areas are great for bullets and other projectiles that hit and deal damage, but don't need any other physics such as bouncing.
- - Use a large circular area around an enemy to define its "detect" radius. When the player is outside the area, the enemy can't "see" it.
- - "Security cameras" - In a large level with multiple cameras, attach areas to each camera and activate them when the player enters.
- See the :ref:`doc_your_first_2d_game` for an example of using Area2D in a game.
- Area influence
- --------------
- The second major use for area nodes is to alter physics. By default, the area
- won't do this, but you can enable this with the *Space Override* property. When
- areas overlap, they are processed in *Priority* order (higher priority areas are
- processed first). There are four options for override:
- - *Combine* - The area adds its values to what has been calculated so far.
- - *Replace* - The area replaces physics properties, and lower priority areas are ignored.
- - *Combine-Replace* - The area adds its gravity/damping values to whatever has been calculated so far (in priority order), ignoring any lower priority areas.
- - *Replace-Combine* - The area replaces any gravity/damping calculated so far, but keeps calculating the rest of the areas.
- Using these properties, you can create very complex behavior with multiple
- overlapping areas.
- The physics properties that can be overridden are:
- - *Gravity* - Gravity's strength inside the area.
- - *Gravity Vec* - Gravity's direction. This vector does not need to be normalized.
- - *Linear Damp* - How quickly objects stop moving - linear velocity lost per second.
- - *Angular Damp* - How quickly objects stop spinning - angular velocity lost per second.
- Point gravity
- ~~~~~~~~~~~~~
- The *Gravity Point* property allows you to create an "attractor". Gravity in the
- area will be calculated towards a point, given by the *Gravity Vec* property.
- Values are relative to the Area2D, so for example using ``(0, 0)`` will attract
- objects to the center of the area.
- Examples
- ~~~~~~~~
- The example project attached below has three areas demonstrating physics
- override.
- .. image:: img/area2d_override.gif
- You can download this project here:
- :download:`using_area_2d.zip <files/using_area_2d.zip>`
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