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tutorials/physics/using_area_2d.rst

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@@ -28,21 +28,21 @@ Area properties
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Areas have many properties you can use to customize their behavior.
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.. image:: img/area2d_properties.png
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.. image:: img/area2d_properties.webp
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The first eight properties are used to configure the area's physics override
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behavior. We'll look at how to use those in the section below.
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The ``Gravity``, ``Linear Damp``, and ``Angular Damp`` sections
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are used to configure the area's physics override behavior.
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We'll look at how to use those in the *Area influence* section below.
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*Monitoring* and *Monitorable* are used to enable and disable the area.
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``Monitoring`` and ``Monitorable`` are used to enable and disable the area.
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The "Collision" section is where you configure the area's collision layer(s)
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and mask(s).
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The "Audio Bus" section allows you to override audio in the area, for example to
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The ``Audio Bus`` section allows you to override audio in the area, for example to
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apply an audio effect when the player moves through.
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Note that Area2D extends :ref:`CollisionObject2D <class_CollisionObject2D>`, so it
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also provides properties inherited from that class, such as ``input_pickable``.
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also provides properties inherited from that class.
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The ``Collision`` section of ``CollisionObject2D`` is where you configure the
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area's collision layer(s) and mask(s).
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Overlap detection
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-----------------
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Here's the node setup for the coin:
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.. image:: img/area2d_coin_nodes.png
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.. image:: img/area2d_coin_nodes.webp
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To detect the overlap, we'll connect the appropriate signal on the Area2D. Which
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signal to use depends on the player's node type. If the player is another area,
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--------------
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The second major use for area nodes is to alter physics. By default, the area
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won't do this, but you can enable this with the *Space Override* property. When
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areas overlap, they are processed in *Priority* order (higher priority areas are
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won't do this, but you can enable this with the ``Space Override`` property. When
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areas overlap, they are processed in ``Priority`` order (higher priority areas are
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processed first). There are four options for override:
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- *Combine* - The area adds its values to what has been calculated so far.
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The physics properties that can be overridden are:
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- *Gravity* - Gravity's strength inside the area.
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- *Gravity Vec* - Gravity's direction. This vector does not need to be normalized.
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- *Gravity Direction* - This vector does not need to be normalized.
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- *Linear Damp* - How quickly objects stop moving - linear velocity lost per second.
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- *Angular Damp* - How quickly objects stop spinning - angular velocity lost per second.
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Point gravity
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~~~~~~~~~~~~~
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The *Gravity Point* property allows you to create an "attractor". Gravity in the
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area will be calculated towards a point, given by the *Gravity Vec* property.
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The ``Gravity Point`` property allows you to create an "attractor". Gravity in the
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area will be calculated towards a point, given by the ``Point Center`` property.
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Values are relative to the Area2D, so for example using ``(0, 0)`` will attract
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objects to the center of the area.
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