Types/CollisionMask: Difference between revisions
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m (fixing typos in example) |
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Line 5: | Line 5: | ||
* water-tile | * water-tile | ||
* resource-layer | * resource-layer | ||
* doodad-layer | |||
* floor-layer | * floor-layer | ||
* item-layer | * item-layer | ||
* ghost-layer | |||
* object-layer | * object-layer | ||
* player-layer | * player-layer | ||
* | * train-layer | ||
* | * layer-11 | ||
* layer-12 | |||
* layer-13 | |||
* layer-14 | |||
* layer-15 | |||
Additional input is "not-colliding-with-itself". | Additional input is "not-colliding-with-itself". Layer-11 through layer-15 are currently unused by the core game. | ||
Example (Most common collision mask of buildings): | Example (Most common collision mask of buildings): | ||
collision_mask = { "item-layer", "object-layer", "player-layer", "water-tile"} | collision_mask = { "item-layer", "object-layer", "player-layer", "water-tile"} |
Revision as of 18:57, 5 July 2017
The collision mask is specified by list of Types/string, every input is specification of one layer the object collides with.
Layers are:
- ground-tile
- water-tile
- resource-layer
- doodad-layer
- floor-layer
- item-layer
- ghost-layer
- object-layer
- player-layer
- train-layer
- layer-11
- layer-12
- layer-13
- layer-14
- layer-15
Additional input is "not-colliding-with-itself". Layer-11 through layer-15 are currently unused by the core game.
Example (Most common collision mask of buildings):
collision_mask = { "item-layer", "object-layer", "player-layer", "water-tile"}