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Collider

Component.addBoxCollider

Component.addBoxCollider(entity, width, height) -> bool
Component.addBoxCollider(entity, width, height, isTrigger) -> bool
Component.addBoxCollider(entity, width, height, isTrigger, isStatic) -> bool

Requires an alive entity. Ensures a Position (no rotation). Adds CollisionEvents.

Component.getColliderSize

Component.getColliderSize(entity) -> {w, h, width, height} | nil

Both w/h and width/height aliases are present.

Component.setColliderSize

Component.setColliderSize(entity, width, height) -> bool

Component.getColliderEnabled

Component.getColliderEnabled(entity) -> bool | nil

Component.setColliderEnabled

Component.setColliderEnabled(entity, enabled) -> bool

Component.getColliderTrigger

Component.getColliderTrigger(entity) -> bool | nil

Component.setColliderTrigger

Component.setColliderTrigger(entity, isTrigger) -> bool

Component.getColliderStatic

Component.getColliderStatic(entity) -> bool | nil

Component.setColliderStatic

Component.setColliderStatic(entity, isStatic) -> bool

Component.getColliderLayer

Component.getColliderLayer(entity) -> int | nil

Component.setColliderLayer

Component.setColliderLayer(entity, layer) -> bool
Component.setColliderLayer(entity, layerName) -> bool

The name variant uses CollisionLayers::Index and returns false on an unknown name.

Component.getColliderLayerName

Component.getColliderLayerName(entity) -> string | nil

Component.getColliderMask

Component.getColliderMask(entity) -> uint32 | nil

Component.setColliderMask

Component.setColliderMask(entity, mask) -> bool

Component.collidersCanCollide

Component.collidersCanCollide(a, b) -> bool

Component.isColliding

Component.isColliding(entity) -> bool

Returns false if no CollisionSystem is registered.

Component.getCollisions

Component.getCollisions(entity) -> Entity[]

1-indexed list of entities currently colliding with this one.