- There is isFrozen, isStatic and isDynamic but no way to set them.
- Could you add a way to get all bodies in the world as an array? I know you have a way to get the number of bodies but a way to get all bodies as a table would be awesomesauce.
- Prismatic Joints, Gear Joints, Pully Joints?
- Like you said in a previous post, some sort of "traces" would be great. Basically checking if a line hits a body, then it returns the body (and World).
love.physics suggestions! :D
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love.physics suggestions! :D
Re: love.physics suggestions! :D
Just the body?Kudomiku wrote:Like you said in a previous post, some sort of "traces" would be great. Basically checking if a line hits a body, then it returns the body (and World).
It should return (a table of):
- Body hit
- Shape on said body
- Position at which the line hits
- Direction perpendicular to the surface hit
Re: love.physics suggestions! :D
Great initiative, Kudomiku.
- setFrozen etc. does not exist.
- With some hacking it would be possible to get all the bodies as a table, but I can't see why this is needed. Bodies should be stored in the Lua game code.
- Prismatic joint already exists, the others will be added eventually.
- Traces could be useful, though the function would return a table of shapes, not bodies.
Re: love.physics suggestions! :D
Thanks Rude, if it's not too much to ask could you add a way to make two entities not collide in the next release?
body:setNoCollide(otherBody);
Thanks.
body:setNoCollide(otherBody);
Thanks.
Re: love.physics suggestions! :D
Returning false on a collision callback should have the entities not collide, too.
Re: love.physics suggestions! :D
Note: bodies do not collide, shapes do.
Have you looked at shape:setCategory and shape:setMask?Kudomiku wrote:Thanks Rude, if it's not too much to ask could you add a way to make two entities not collide in the next release?
body:setNoCollide(otherBody);
Thanks.
Checked Box2D docs, it's possible, but needs separate callback.Kaze wrote:Returning false on a collision callback should have the entities not collide, too.
Re: love.physics suggestions! :D
A nice effective way to remove bodies would be nicey nicey. My current method is to move the object outside the world and remove it from the render que.
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