@@ -28,21 +28,21 @@ Area properties
2828
2929Areas have many properties you can use to customize their behavior.
3030
31- .. image :: img/area2d_properties.png
31+ .. image :: img/area2d_properties.webp
3232
33- The first eight properties are used to configure the area's physics override
34- behavior. We'll look at how to use those in the section below.
33+ The ``Gravity ``, ``Linear Damp ``, and ``Angular Damp `` sections
34+ are used to configure the area's physics override behavior.
35+ We'll look at how to use those in the *Area influence * section below.
3536
36- * Monitoring * and * Monitorable * are used to enable and disable the area.
37+ `` Monitoring `` and `` Monitorable `` are used to enable and disable the area.
3738
38- The "Collision" section is where you configure the area's collision layer(s)
39- and mask(s).
40-
41- The "Audio Bus" section allows you to override audio in the area, for example to
39+ The ``Audio Bus `` section allows you to override audio in the area, for example to
4240apply an audio effect when the player moves through.
4341
4442Note that Area2D extends :ref: `CollisionObject2D <class_CollisionObject2D >`, so it
45- also provides properties inherited from that class, such as ``input_pickable ``.
43+ also provides properties inherited from that class.
44+ The ``Collision `` section of ``CollisionObject2D `` is where you configure the
45+ area's collision layer(s) and mask(s).
4646
4747Overlap detection
4848-----------------
@@ -57,7 +57,7 @@ to disappear when the player touches it.
5757
5858Here's the node setup for the coin:
5959
60- .. image :: img/area2d_coin_nodes.png
60+ .. image :: img/area2d_coin_nodes.webp
6161
6262To detect the overlap, we'll connect the appropriate signal on the Area2D. Which
6363signal to use depends on the player's node type. If the player is another area,
@@ -102,8 +102,8 @@ Area influence
102102--------------
103103
104104The second major use for area nodes is to alter physics. By default, the area
105- won't do this, but you can enable this with the * Space Override * property. When
106- areas overlap, they are processed in * Priority * order (higher priority areas are
105+ won't do this, but you can enable this with the `` Space Override `` property. When
106+ areas overlap, they are processed in `` Priority `` order (higher priority areas are
107107processed first). There are four options for override:
108108
109109- *Combine * - The area adds its values to what has been calculated so far.
@@ -117,15 +117,15 @@ overlapping areas.
117117The physics properties that can be overridden are:
118118
119119- *Gravity * - Gravity's strength inside the area.
120- - *Gravity Vec * - Gravity's direction. This vector does not need to be normalized.
120+ - *Gravity Direction * - This vector does not need to be normalized.
121121- *Linear Damp * - How quickly objects stop moving - linear velocity lost per second.
122122- *Angular Damp * - How quickly objects stop spinning - angular velocity lost per second.
123123
124124Point gravity
125125~~~~~~~~~~~~~
126126
127- The * Gravity Point * property allows you to create an "attractor". Gravity in the
128- area will be calculated towards a point, given by the * Gravity Vec * property.
127+ The `` Gravity Point `` property allows you to create an "attractor". Gravity in the
128+ area will be calculated towards a point, given by the `` Point Center `` property.
129129Values are relative to the Area2D, so for example using ``(0, 0) `` will attract
130130objects to the center of the area.
131131
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