arbitrates collisions between sprites using Chipmunk Physics (Chipmunk Physics Only) More...
Public Member Functions | |
| number | getCount () |
| number of contacts tracked by this arbiter More... | |
| number | getDepth (int i) |
| get the depth of penetration for a particular contact point More... | |
| Vector | getNormal () |
| get collision normal More... | |
| Point | getPointA (int i) |
| get the location of a particular contact point More... | |
| Point | getPointB (int i) |
| get the location of a particular contact point More... | |
| boolean | isFirstContact () |
| is this this first moment of contact in a collision? More... | |
arbitrates collisions between sprites using Chipmunk Physics (Chipmunk Physics Only)
| getCount | ( | ) |
number of contacts tracked by this arbiter
A collision can involve multiple contact points between objects. This tells you how many different contact points are involved in this collision.
| getDepth | ( | int | i | ) |
get the depth of penetration for a particular contact point
| i | index into contact points |
| getNormal | ( | ) |
get collision normal
Get the normal vector (magnitude of 1.0) that expresses the relative x and y direction of the collision.
| getPointA | ( | int | i | ) |
get the location of a particular contact point
| i | index into contact points |
| getPointB | ( | int | i | ) |
get the location of a particular contact point
| i | index into contact points |
| isFirstContact | ( | ) |
is this this first moment of contact in a collision?
and a whole mess of custom scripts.