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Gideros box2d body types
Gideros box2d body types








  1. #Gideros box2d body types how to#
  2. #Gideros box2d body types update#

Even if it is not written in py, box2d works the same so you just have to adapt to py. It is a vast subject and you may want to follow some youtube tuts. Ī must website regarding box2d is of course: This is a quick example written in LUA using gideros mobile. If bodyA.type = 100 and bodyB.type = 201 then If bodyA.type = 201 and bodyB.type = 100 then If bodyA.type = 100 and bodyB.type = 200 then If bodyA.type = 200 and bodyB.type = 100 then If bodyA.type = 100 or bodyB.type = 100 then The body can initially be static, then set to dynamic for it to fall according to the gravity: // body creation b2BodyDef bodyDef bodyDef.type b2staticBody b2Body body world.CreateBody (&bodyDef) // if the player stayed. then ANSWER IS HERE you check collisions for each objects in those box2d functions listeners - collisions handler One solution would be to reset the body type once the player stays on this body for the set amount of time.

#Gideros box2d body types update#

in your game loop you need to call Box2D update self.world:step(1/60, 1, 1) World:addEventListener(Event.POST_SOLVE, self.onPostSolveContact, self) World:addEventListener(Event.PRE_SOLVE, self.onPreSolveContact, self) World:addEventListener(Event.END_CONTACT, self.onEndContact, self) attach listeners to your world (for collisions handling) world:addEventListener(Event.BEGIN_CONTACT, self.onBeginContact, self) create your world world = b2.World.new(0, 24, true) You don't handle collisions yourself, Box2D does it for you but you need to set things up. To answer your second comment that is more complex so I add it as another answer.

#Gideros box2d body types how to#

Covers how to export your application too. Deployment - Deploying Gideros Player to a real device. Self.current_position = Īnd then I draw the bodies and run the world using pygameīut I am confused about how to continue, how could I use the information from the collisionfilter to be able to for example print the sentence about the accident from above?ĮDIT: I have found a link which solves exactly what I want to do, but it is written in C++ and I do not understand it This section contains most important Gideros Studio documentation.

gideros box2d body types

MaskBits=BUILDING_CATEGORY + CAR_CATEGORY, If car is not None and pedestrian is not None:ĭef PreSolve(self, contact, oldManifold):īox2world = world(contactListener=m圜ontactListener(),gravity =(0.0, 0.0), doSleep =True)Īnd I apply this in given classes (only class Pedestrian shown as example for simplicity): class Pedestrian():ĭef _init_(self,box2world, ped_velocity =25, position =None,): Ud_a, ud_b = body_a.userData, body_b.userData I also tried this: but it doesn't work (it does nothing) class m圜ontactListener(b2ContactListener):īody_a, body_b = fixture_a.body, fixture_b.body Print("You have caused a traffic accident")īox2world = world(gravity =(0.0, 0.0), doSleep =True) I have four classes in my world, Car, Wheel, Building, and Pedestrian, I want to filter which instance collided with which and one of the possible outputs is (pseudo-code) if (Pedestrian) and (Car): I am trying to filter collisions occurring in my Box2D world by reproducing this example:










Gideros box2d body types