Difference between revisions of "B2.Contact:setFriction"
From GiderosMobile
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=== Description === | === Description === | ||
Overrides the default friction fixture. You can call this in pre-solve event. This value persists until set or reset. | Overrides the default friction fixture. You can call this in pre-solve event. This value persists until set or reset. | ||
− | < | + | <syntaxhighlight lang="lua"> |
b2.Contact:setFriction(friction) | b2.Contact:setFriction(friction) | ||
− | </ | + | </syntaxhighlight> |
=== Parameters === | === Parameters === | ||
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=== Example === | === Example === | ||
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function LevelX:onPreSolveContact(e) | function LevelX:onPreSolveContact(e) | ||
local bodyA = e.fixtureA:getBody() | local bodyA = e.fixtureA:getBody() | ||
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e.contact:setFriction(0.4) -- here ;-) | e.contact:setFriction(0.4) -- here ;-) | ||
end | end | ||
− | </ | + | </syntaxhighlight> |
{{B2.Contact}} | {{B2.Contact}} |
Latest revision as of 17:21, 12 July 2023
Available since: Gideros 2012.09.6
Class: b2.Contact
Description
Overrides the default friction fixture. You can call this in pre-solve event. This value persists until set or reset.
b2.Contact:setFriction(friction)
Parameters
friction: (number) the new friction value
Example
function LevelX:onPreSolveContact(e)
local bodyA = e.fixtureA:getBody()
local bodyB = e.fixtureB:getBody()
local platform, playable
if bodyA.name == G_PTPLATFORM then platform = bodyA playable = bodyB
elseif bodyB.name == G_PTPLATFORM then platform = bodyB playable = bodyA
end
if not platform then return end
e.contact:setFriction(0.4) -- here ;-)
end
- B2.Contact
- B2.Contact:getChildIndexA
- B2.Contact:getChildIndexB
- B2.Contact:getFixtureA
- B2.Contact:getFixtureB
- B2.Contact:getFriction
- B2.Contact:getManifold
- B2.Contact:getRestitution
- B2.Contact:getWorldManifold
- B2.Contact:isTouching
- B2.Contact:resetFriction
- B2.Contact:resetRestitution
- B2.Contact:setEnabled
- B2.Contact:setFriction
- B2.Contact:setRestitution