private void addFace(final Scene pScene, final float pX, final float pY) { this.mFaceCount++; final AnimatedSprite face; final Body body; final FixtureDef objectFixtureDef = PhysicsFactory.createFixtureDef(1, 0.5f, 0.5f); if (this.mFaceCount % 2 == 0) { face = new AnimatedSprite(pX, pY, this.mBoxFaceTextureRegion); body = PhysicsFactory.createBoxBody( this.mPhysicsWorld, face, BodyType.DynamicBody, objectFixtureDef); } else { face = new AnimatedSprite(pX, pY, this.mCircleFaceTextureRegion); body = PhysicsFactory.createCircleBody( this.mPhysicsWorld, face, BodyType.DynamicBody, objectFixtureDef); } face.setUpdatePhysics(false); pScene.getTopLayer().addEntity(face); this.mPhysicsWorld.registerPhysicsConnector( new PhysicsConnector(face, body, true, true, false, false)); }