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Evan says “On the other hand, you CAN put all the bodies into a big group and scale the entire world at once. The classic iPhone game “Rolando”, also based on Box2D, is a nice example of this.”
Im finding that this doesnt happen, if I scale a group the collision boundaries stay the same
[code]
local physics = require (“physics”)
physics.start()
physics.setGravity (0,0)
physics.setDrawMode( “hybrid” )
local worldGroup = display.newGroup()
local trackGroup = display.newGroup()
worldGroup:insert( trackGroup )
local track = display.newImage( “trackStraight.png” )
physics.addBody( track, “dynamic”, { density=3.0, friction=0.5, bounce=0.2 } )
trackGroup:insert( track )
worldGroup.x = 10
worldGroup.y = 10
worldGroup.xScale = 0.1
worldGroup.yScale = 0.1
[/code] [import]uid: 5354 topic_id: 2561 reply_id: 302561[/import]