1 decade ago by Sledge
Hello Impact Community,
I am afraid that I have more stupid questions about Box2D, please bear with me.
Firstly, do the following properties have any use in Box2D?:
The reason I ask is because I am trying to set the collision properties of certain objects so that they do not collide with each other using the following Box2D properties:
I read through the documentation here http://www.iforce2d.net/b2dtut/collision-filtering and http://www.box2dflash.org/docs/2.1a/reference/ but it is still not clear to me exactly how to implement this functionality. Currently I am simply defining both of the categoryBits and maskBits as properties of the player & enemy objects in their respective entity files.
Source here: https://github.com/Sledge-/KWSGame_RR_Box2D_v0.3
I am afraid that I have more stupid questions about Box2D, please bear with me.
Firstly, do the following properties have any use in Box2D?:
type: ig.Entity.TYPE.B, checkAgainst: ig.Entity.TYPE.A, collides: ig.Entity.COLLIDES.PASSIVE,
The reason I ask is because I am trying to set the collision properties of certain objects so that they do not collide with each other using the following Box2D properties:
categoryBits: 0x002, // collsion type enemy maskBits: 0x001, // collision type player
I read through the documentation here http://www.iforce2d.net/b2dtut/collision-filtering and http://www.box2dflash.org/docs/2.1a/reference/ but it is still not clear to me exactly how to implement this functionality. Currently I am simply defining both of the categoryBits and maskBits as properties of the player & enemy objects in their respective entity files.
Source here: https://github.com/Sledge-/KWSGame_RR_Box2D_v0.3