physics_fixture_set_kinematic(fixture)
Argument | Description |
---|---|
fixture | the index of the fixture |
Returns: N/A
There will be certain instances in a physics based game which
you want to move around but do not wish to be acted on by forces
such as gravity, nor forces incurred by collisions with dynamic
objects (think of moving platforms in a platform game, for
example). For such objects simply setting the density of a fixture
to 0 will mean that the physics will assume that the object is
intended to be static. However, should you set the
phy_speed_x, phy_speed_y or
phy_angular_velocity variables for an instance that has
had such a fixture bound to it, it will be converted into a
kinematic object and begin movement. Change the instance from
static to kinematic mid-simulation can be expensive in terms of
processing (depending on the state of the instances in the physics
world) and therefore it is recommended to set the fixture to be
kinematic using this function prior to binding it to an instance,
so that it will be unaffected by collisions and forces (such as
gravity) but may move with constant linear and/or angular
velocity.
physics_fixture_set_kinematic(fix_Cloud);
The code above will indicate that the fixture indexed in "fix_Cloud" should be marked as kinematic.