EPOK RUNTIME
epok::Collider2D
Struct
Struct
---- 2D colliders -------------------------------------------------------------------- Semantics and deliberate limits: * A collider is placed by a world position plus `offset`, both in world axes.
Basic usage
This minimal snippet shows the normal syntax for reaching the type. Open a member below for an operation-specific example.
C++ example
#include "world2d.hpp"
epok::Collider2D& value = /* obtain a valid instance from your game */;Nested types
Fields and constants
enabledExposes `enabled` on `epok::Collider2D` for the world2d module.Fieldhalf_extentsExposes `half_extents` on `epok::Collider2D` for the world2d module.FieldlayerExposes `layer` on `epok::Collider2D` for the world2d module.Fieldlayer_maskExposes `layer_mask` on `epok::Collider2D` for the world2d module.FieldoffsetExposes `offset` on `epok::Collider2D` for the world2d module.FieldradiusExposes `radius` on `epok::Collider2D` for the world2d module.FieldshapeExposes `shape` on `epok::Collider2D` for the world2d module.FieldtriggerExposes `trigger` on `epok::Collider2D` for the world2d module.Field