Types/CollisionMask
Revision as of 22:11, 13 April 2019 by Muppet9010 (talk | contribs) (restructure article like other flag articles and add in details for the "not-colliding-with-itself" option)
The collision mask is specified as an Array (Types/table) of strings. Every entry is a specification of one layer the object collides with or a special collision option.
Layers
- 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
Layer-11 through layer-15 are currently unused by the core game.
Collision options
These are not collision masks, instead they control other aspects of collision, but they are still specified here.
"not-colliding-with-itself"
Any prototype that has this collision mask option will not collide with any other prototype that also has this collision mask option. This option functions like a global whitelist of prototypes that don't collide with one another.
"consider-tile-transitions"
"colliding-with-tiles-only"
Default collision masks
The default collision masks of all entity types can be found here.
Example (Most common collision mask of buildings):
collision_mask = { "item-layer", "object-layer", "player-layer", "water-tile"}