Example #1
0
 /**
  * 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;
 }
Example #2
0
 @Override
 protected void configureBodyDef(BodyDef bd) {
   super.configureBodyDef(bd);
   bd.type = BodyType.DYNAMIC;
 }