/** * Set the category bits to category ball, so other models can set whether or not they should * collision with it, * * @param fd the fixture definition. */ @Override protected void configureFixtureDefinition(FixtureDef fd) { super.configureFixtureDefinition(fd); fd.filter.categoryBits = GamePhysics.CATEGORY_BALL; }
@Override protected void configureBodyDef(BodyDef bd) { super.configureBodyDef(bd); bd.type = BodyType.DYNAMIC; }