Is physics fully functional in beta build 55?

Is physics fully functional in beta build 55?

I’m converting one of my games and I’m getting some pretty whacky behaviour with collision detection.

Should be. Do you have a test case that behaves differently from graphics 1.0?

I’m converting one of my published games to Graphics 2.0. The code has been working perfectly with Graphics 1.0 since 2011.

At first glance it looks like trouble with collision filters not obeying categoryBits and maskBits.

I’ll have to investigate some more…

There’s stuff flying through walls even though “hybrid” mode shows that all objects are in the correct location.

OK… I got it to work.

The problem is that physics doesn’t take the anchor point of the objects into consideration.

I’ve opened a new topic for this.

Even though you’ve changed it to the new Anchor-Behaviour?

The new Anchor-System seems a bit odd in some cases. Maybe it has to do with groups, not sure.

Yeah…I changed the physics objects from using setReferencePoint to object.anchorX, object.anchorY…

I’m still trying to wrap my head around the new positioning myself.

The way I understand it at the moment is that groups can have no anchor points. They “inherit” the anchor-point of the child objects. The anchor points of all children within the group line up, so it’s possible to position the individual children within the group with their anchor-point and x,y properties.

The group itself is positioned with its x,y properties around the common anchor point of the children.

Should be. Do you have a test case that behaves differently from graphics 1.0?

I’m converting one of my published games to Graphics 2.0. The code has been working perfectly with Graphics 1.0 since 2011.

At first glance it looks like trouble with collision filters not obeying categoryBits and maskBits.

I’ll have to investigate some more…

There’s stuff flying through walls even though “hybrid” mode shows that all objects are in the correct location.

OK… I got it to work.

The problem is that physics doesn’t take the anchor point of the objects into consideration.

I’ve opened a new topic for this.

Even though you’ve changed it to the new Anchor-Behaviour?

The new Anchor-System seems a bit odd in some cases. Maybe it has to do with groups, not sure.

Yeah…I changed the physics objects from using setReferencePoint to object.anchorX, object.anchorY…

I’m still trying to wrap my head around the new positioning myself.

The way I understand it at the moment is that groups can have no anchor points. They “inherit” the anchor-point of the child objects. The anchor points of all children within the group line up, so it’s possible to position the individual children within the group with their anchor-point and x,y properties.

The group itself is positioned with its x,y properties around the common anchor point of the children.