Collider:set_categories
Sets which physics categories describe this collider.
Categories are used to determine which colliders and sensors are allowed to interact with each other. The list of valid categories in your project must be defined using crystal.configure.
Usage
collider:set_categories(...)
Arguments
| Name | Type | Description |
|---|---|---|
... | string | Physics categories describing this collider. |
Examples
local ecs = crystal.ECS:new();
ecs:add_system(crystal.PhysicsSystem);
local monster = ecs:spawn(crystal.Entity);
monster:add_component(crystal.Body);
monster:add_component(crystal.Collider, love.physics.newCircleShape(4));
monster:set_categories("characters");
monster:enable_collision_with("level", "characters");
monster:disable_collision_with("powerups", "traps");