Area2D Properties |
The Area2D type exposes the following members.
Name | Description | |
---|---|---|
_ImportPath | (Inherited from Node.) | |
AngularDamp | The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. See for more details about damping. | |
AudioBusName | The name of the area's audio bus. | |
AudioBusOverride | If true, the area's audio bus overrides the default audio bus. | |
CollisionLayer | 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 Collision layers and masks in the documentation for more information. | |
CollisionMask | The physics layers this area scans to determine collision detection. See Collision layers and masks in the documentation for more information. | |
CustomMultiplayer | The override to the default MultiplayerAPI. Set to null to use the default SceneTree one. | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
EditorDescription | (Inherited from Node.) | |
Filename | When a scene is instanced from a file, its topmost node contains the filename from which it was loaded. | |
GlobalPosition | Global position. | |
GlobalRotation | Global rotation in radians. | |
GlobalRotationDegrees | Global rotation in degrees. | |
GlobalScale | Global scale. | |
GlobalTransform | Global Transform2D. | |
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. | |
GravityDistanceScale | The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance. | |
GravityPoint | If true, gravity is calculated from a point (set via GravityVec). See also SpaceOverride. | |
GravityVec | The area's gravity vector (not normalized). If gravity is a point (see GravityPoint), this will be the point of attraction. | |
InputPickable | If true, this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one collision_layer bit to be set. | |
LightMask | The rendering layers in which this CanvasItem responds to Light2D nodes. | |
LinearDamp | The rate at which objects stop moving in this area. Represents the linear velocity lost per second. See for more details about damping. | |
Material | The material applied to textures on this CanvasItem. | |
Modulate | The color applied to textures on this CanvasItem. | |
Monitorable | If true, other monitoring areas can detect this area. | |
Monitoring | If true, the area detects bodies or areas entering and exiting it. | |
Multiplayer | The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree). | |
Name | The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed. Note: Auto-generated names might include the @ character, which is reserved for unique names when using AddChild(Node, Boolean). When setting the name manually, any @ will be removed. | |
NativeInstance | (Inherited from Object.) | |
Owner | The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing. | |
PauseMode | Pause mode. How the node will behave if the SceneTree is paused. | |
Position | Position, relative to the node's parent. | |
Priority | The area's priority. Higher priority areas are processed first. | |
ProcessPriority | The node's priority in the execution order of the enabled processing callbacks (i.e. , and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first. | |
Rotation | Rotation in radians, relative to the node's parent. | |
RotationDegrees | Rotation in degrees, relative to the node's parent. | |
Scale | The node's scale. Unscaled value: (1, 1). | |
SelfModulate | The color applied to textures on this CanvasItem. This is not inherited by children CanvasItems. | |
ShowBehindParent | If true, the object draws behind its parent. | |
ShowOnTop | If true, the object draws on top of its parent. | |
SpaceOverride | Override mode for gravity and damping calculations within this area. See Area2DSpaceOverrideEnum for possible values. | |
Transform | Local Transform2D. | |
UseParentMaterial | If true, the parent CanvasItem's Material property is used as this one's material. | |
Visible | If true, this CanvasItem is drawn. The node is only visible if all of its antecedents are visible as well (in other words, IsVisibleInTree must return true). Note: For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*() functions instead. | |
ZAsRelative | If true, the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5. | |
ZIndex | Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others. |