There are a couple different ways to do this from what I could find.
The Area2D inherits from CollisionObject2D which has the signal
mouse_entered From the docs:
Emitted when the mouse pointer enters any of this object's shapes. Requires inputpickable to be true and at least one collisionlayer bit to be set.
So make sure you set your input_pickable to on in the inspector and have a collision layer selection.
Check out the docs on how to setup signals.
For me, I was doing the checking on the mouse every frame and didn't want to have to connect my objects I was creating at run time, so on my master mouse script I used the
Physics2DDirectSpaceState's method intersect_point:
# get the Physics2DDirectSpaceState object
var space = get_world_2d().direct_space_state
# Get the mouse's position
var mousePos = get_global_mouse_position()
# Check if there is a collision at the mouse position
if space.intersect_point(mousePos, 1, ):
It's worth noting that the above code checks for Rigidbodies by default, if you need to check for Areas, you'll need to use some like
if space.intersect_point(mousePos, 1, , 2147483647, true, true):
The docs on the intersect_point method give more info on what all the params are, but the last true is the most impotant for Area2D checking.