Contact
Contacts are objects created to manage collisions in worlds.
Functions
Body | Bodies are objects with velocity and position. |
CircleShape | Circle extends Shape and adds a radius and a local position. |
Contact | Contacts are objects created to manage collisions in worlds. |
Contact:getChildren | Gets the child indices of the shapes of the two colliding fixtures. |
Contact:getFixtures | Gets the two Fixtures that hold the shapes that are in contact. |
Contact:getFriction | Get the friction between two shapes that are in contact. |
Contact:getNormal | Get the normal vector between two shapes that are in contact. |
Contact:getPosition | Get the location of the contact point between two shapes. |
Contact:getPositions | Returns the contact points of the two colliding fixtures. |
Contact:getRestitution | Get the restitution between two shapes that are in contact. |
Contact:getSeparation | Get the separation between two shapes that are in contact. |
Contact:getShapes | Gets the two Shapess that are in contact. |
Contact:getVelocity | Get the linear impact velocity of a contact. |
Contact:isEnabled | Returns whether the contact is enabled. |
Contact:isTouching | Returns whether the two colliding fixtures are touching each other. |
Contact:resetFriction | Resets the contact friction to the mixture value of both fixtures. |
Contact:resetRestitution | Resets the contact restitution to the mixture value of both fixtures. |
Contact:setEnabled | Enables or disables the contact. |
Contact:setFriction | Sets the contact friction. |
Contact:setRestitution | Sets the contact restitution. |
Data | The superclass of all data. |
Decoder | An object which can gradually decode a sound file. |
DistanceJoint | Keeps two bodies at the same distance. |
Drawable | Superclass for all things that can be drawn on screen. |
File | Represents a file on the filesystem. |
FileData | Data representing the contents of a file. |
Font | Defines the shape of characters than can be drawn onto the screen. |
FontData | A FontData represents a font. |
Framebuffer | Off-screen render target. |
GearJoint | Keeps bodies together in such a way that they act like gears. |
GlyphData | A GlyphData represents a drawable symbol of a font. |
Image | Drawable image type. |
ImageData | Raw (decoded) image data. |
Joint | Attach multiple bodies together to interact in unique ways. |
MouseJoint | For controlling objects with the mouse. |
Object:type | Gets the type of the object as a string. |
Object:typeOf | Checks whether an object is of a certain type. |
ParticleSystem | Used to create cool effects, like fire. |
PolygonShape | Polygon is a convex polygon with up to 8 sides. |
PrismaticJoint | Restricts relative motion between Bodies to one shared axis. |
PulleyJoint | Allows you to simulate bodies connected through pulleys. |
Quad | A quadrilateral with texture coordinate information. |
Rasterizer | A Rasterizer represents font data and glyphs. |
RevoluteJoint | Allow two Bodies to revolve around a shared point. |
Shape | Shapes are objects used to control mass and collisions. |
Shape (Français) | Les Shapes sont des objets pour contrôler les masses et les collisions. |
SoundData | Contains raw audio samples. |
Source | A Source represents audio you can play back. |
SpriteBatch | Store image positions in a buffer, and draw it in one call. |
SpriteBatch (Français) | Stock des positions d'image dans un tampon, puis les trace en un seul appel. |
... further results |
Supertypes
See Also
Other Languages
Dansk –
Deutsch –
English –
Español –
Français –
Indonesia –
Italiano –
Lietuviškai –
Magyar –
Nederlands –
Polski –
Português –
Română –
Slovenský –
Suomi –
Svenska –
Türkçe –
Česky –
Ελληνικά –
Български –
Русский –
Српски –
Українська –
עברית –
ไทย –
日本語 –
正體中文 –
简体中文 –
Tiếng Việt –
한국어
More info