IsCollisionBetween

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Example 1 : On collision between two objects, display "Collision detected" in maratis console window.  
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{{lua-function|isCollisionBetween|object1, object2}}
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Return true if objects collided.
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{{lua-function-param|object1|first object}}
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{{lua-function-param|object2|second object}}
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'''Example 1:''' On collision between two objects, display "Collision detected" in maratis console window.  
  
 
     object1 = getObject("object1")  
 
     object1 = getObject("object1")  
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     end
 
     end
  
Example 2 : On collision between two objects, play a sound.
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'''Example 2:''' On collision between two objects, play a sound.
 
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Note : The collision test is returning true when there is a collision, so since you objects are in collision you send a "playSound" order and the sound play from the beginning.
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     A = getObject("A")  
 
     A = getObject("A")  
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         end
 
         end
 
     end
 
     end
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The collision test is returning true when there is a collision, so since you objects are in collision you send a "playSound" order and the sound play from the beginning.
  
 
[[Category:Lua scripting]]
 
[[Category:Lua scripting]]
 
[[Category:Lua function]]
 
[[Category:Lua function]]
 
[[Category:Physics]]
 
[[Category:Physics]]

Latest revision as of 00:27, 9 February 2014

isCollisionBetween(object1, object2)

Return true if objects collided.

  • object1 : first object
  • object2 : second object

Example 1: On collision between two objects, display "Collision detected" in maratis console window.

   object1 = getObject("object1") 
   object2 = getObject("object2") 
   function onSceneUpdate()
       if isCollisionBetween(object1, object2) then print("Collision detected") end
   end

Example 2: On collision between two objects, play a sound.

   A = getObject("A") 
   B = getObject("B") 
   sound = getObject("sound") 
   collision = 0
   function onSceneUpdate()
       if isCollisionBetween(A, B) then
           if collision == 0 then
               playSound(sound)
           end
           collision = 1
       else
           collision = 0
       end
   end

The collision test is returning true when there is a collision, so since you objects are in collision you send a "playSound" order and the sound play from the beginning.

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