My brief experience with 2d game programming is that you mark areas that are collidable with polygons. You can also set up entire objects as collidable, like a player. I've seen it done different ways, but I don't know how it's done in orx. sausage showed me how to set the polygons in inkscape and export a mesh for orx (also using tiled, I think). That's pretty cool. But what do I do with that? How do I turn on collision? Knolan showed me how to set a callback for it. Remember, I don't know squat about collisions for orx yet. Notta! Nuttin! Let me know if I'm making any sense here. I'm not good at explaining...
Comments
If the Body have any BodyPart that have the Solid property set to truth, the physic impact will occour, otherwise only an event will be sent.
The BodyPart can be one of three types Box, Sphere or Mesh (or Polygon). It is the part that hold the collider form (in other words, the points that define where it will collide).
* In a way you do, you need to init the physics module and enable the simulation:
orxPhysics_Init();
orxPhysics_EnableSimulation(orxTRUE);
Example:
Section 6.2, subcategory "Filtering".
categoryBits = SelfFlags
maskBits = CheckMask