proc spaceOverride(self: Area2D): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc spaceOverride=(self: Area2D; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc gravityPoint(self: Area2D): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc gravityPoint=(self: Area2D; val: bool) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc gravityDistanceScale(self: Area2D): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc gravityDistanceScale=(self: Area2D; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc gravityVec(self: Area2D): Vector2 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc gravityVec=(self: Area2D; val: Vector2) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc gravity(self: Area2D): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc gravity=(self: Area2D; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc linearDamp(self: Area2D): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc linearDamp=(self: Area2D; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc angularDamp(self: Area2D): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc angularDamp=(self: Area2D; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc priority(self: Area2D): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc priority=(self: Area2D; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc monitoring(self: Area2D): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc monitoring=(self: Area2D; val: bool) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc monitorable(self: Area2D): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc monitorable=(self: Area2D; val: bool) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc collisionLayer(self: Area2D): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc collisionLayer=(self: Area2D; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc collisionMask(self: Area2D): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc collisionMask=(self: Area2D; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc audioBusOverride(self: Area2D): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc audioBusOverride=(self: Area2D; val: bool) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc audioBusName(self: Area2D): string {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc audioBusName=(self: Area2D; val: string) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc setCollisionMaskBit(self: Area2D; bit: int64; value: bool) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc getCollisionMaskBit(self: Area2D; bit: int64): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc setCollisionLayerBit(self: Area2D; bit: int64; value: bool) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc getCollisionLayerBit(self: Area2D; bit: int64): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc getOverlappingBodies(self: Area2D): Array {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc getOverlappingAreas(self: Area2D): Array {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc overlapsBody(self: Area2D; body: Object): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc overlapsArea(self: Area2D; area: Object): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-