I'm using Nape Physics with the dev version of HaxeFlixel. I have a few FlxNameSprites moving around in my game. Nape's own handling of collision resolution is excellent, but how do I make my own code react to the collisions happening too?
I.e if player 1 and player 2 collide, Nape resolves the collisions and the physics happens. How can I make some of my own code run too? What is the Nape equivalent of FlxG.overlap()?
You could use listeners for tracking: Create CbTypes for objects, than assign them to corresponding bodies. Than create collision listener for that CbTypes and add it to space
var CBODY1 = new CbType();
var CBODY2 = new CbType();
player1.body.cbTypes.add(CBODY1);
player2.body.cbTypes.add(CBODY1);
collisionListener = new InteractionListener(
CbEvent.BEGIN,
InteractionType.COLLISION,
CBODY1,
CBODY2,
onCollide
);
space.listeners.add(collisionListener);
private function onCollide(cb:InteractionCallback):Void
{
trace("COLLIDE");
}