Module area_2d

Procs

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
.}

Methods

method bodyEnterTree*(self: Area2D; id: int64) {.
gcsafe, locks: 0, base
.}
method bodyExitTree*(self: Area2D; id: int64) {.
gcsafe, locks: 0, base
.}
method areaEnterTree*(self: Area2D; id: int64) {.
gcsafe, locks: 0, base
.}
method areaExitTree*(self: Area2D; id: int64) {.
gcsafe, locks: 0, base
.}
method bodyInout*(self: Area2D; arg0: int64; arg1: RID; arg2: int64; arg3: int64;
                 arg4: int64) {.
gcsafe, locks: 0, base
.}
method areaInout*(self: Area2D; arg0: int64; arg1: RID; arg2: int64; arg3: int64;
                 arg4: int64) {.
gcsafe, locks: 0, base
.}