Types/CollisionMask: Difference between revisions
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(added link to defaults, fixed info) |
Muppet9010 (talk | contribs) (restructure article like other flag articles and add in details for the "not-colliding-with-itself" option) |
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The collision mask is specified | 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 | == Layers == | ||
* ground-tile | * ground-tile | ||
* water-tile | * water-tile | ||
Line 18: | Line 18: | ||
* layer-15 | * layer-15 | ||
Layer-11 through layer-15 are currently unused by the core game | 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 [[Prototype/Entity#collision_mask|here]]. | The default collision masks of all entity types can be found [[Prototype/Entity#collision_mask|here]]. | ||
Example (Most common collision mask of buildings): | Example (Most common collision mask of buildings): | ||
<syntaxhighlight lang="lua">collision_mask = { "item-layer", "object-layer", "player-layer", "water-tile"}</syntaxhighlight> | <syntaxhighlight lang="lua">collision_mask = { "item-layer", "object-layer", "player-layer", "water-tile"}</syntaxhighlight> |
Revision as of 22:11, 13 April 2019
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"}