What’s approach do I need to use to have say a:
a) Touch area for my player (in a game) of say 100x100 pixcels, but
b) Player itself is 50x50 pixcels, so the physics boundary re crashing into walls has to work on this
c) I note that my physics.addBody I’m letting it work out the
Background: I have my player as a “display.newGroup()” and then add the player image to this. I had applied the physics to the overall display group before. To get what I want, I tried doing the following:
i) add 2nd touch circle (which can be invisible) to the player
ii) move the physics.addBody from the overall player (display object) to the player image
==> but when I try this approach the physics boundary detection doesn’t seem to work, hence I’m asking this general question here…
Is there a way to have the overall display object (player object) as the physics object, but then insert a larger circle into the display object in a sense that it won’t trigger increasing the physics boundary?
(actually I guess one approach would me to manually specific the radius of the physics area - will leave this question in place, as I would still be interested to know if there is a way to insert an image into an object in a manner which won’t affect the existing objects physics boundary)