mooball
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    Enumeration CollisionFlags

    These flags are used internally in Mooball's physics engine. They are designed to act like flags and be used in bitwise operations. Most types of stadium objects have collisionMask and collisionGroup properties that directly uses these flags to decide whether collision check should happen or not.

    Let's say discA seemingly collided with discB. The physics engine will just skip the collision without doing any further calculation if the below condition is not satisfied:

    ((discA.collisionMask & discB.collisionGroup)>0) && ((discB.collisionMask & discA.collisionGroup)>0)
    
    Index

    Enumeration Members

    ball: 1

    If defined, the object will accept collisions with other "ball"s.

    blue: 4

    If defined, the object will accept collisions with other "blue"s.

    blueKO: 16

    If defined, the object will accept collisions with other "blue"s only until the kick-off event happens.

    c0: 268435456

    Free

    c1: 536870912

    Free

    c2: 1073741824

    Free

    c3: -2147483648

    Free

    free1: 256

    Free

    free10: 131072

    Free

    free11: 262144

    Free

    free12: 524288

    Free

    free13: 1048576

    Free

    free14: 2097152

    Free

    free15: 4194304

    Free

    free16: 8388608

    Free

    free17: 16777216

    Free

    free18: 33554432

    Free

    free19: 67108864

    Free

    free2: 512

    Free

    free20: 134217728

    Free

    free3: 1024

    Free

    free4: 2048

    Free

    free5: 4096

    Free

    free6: 8192

    Free

    free7: 16384

    Free

    free8: 32768

    Free

    free9: 65536

    Free

    kick: 64

    If defined, the object will become kickable. Mooball makes a player kick some object only if this kick flag exists in the object and the object is near enough to the player. (4 map units, to be precise.)

    red: 2

    If defined, the object will accept collisions with other "red"s.

    redKO: 8

    If defined, the object will accept collisions with other "red"s only until the kick-off event happens.

    score: 128

    If defined, the object will score a goal for the opposite team if it passes a goal line.

    wall: 32

    If defined, the object will act as a wall.