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