Type Function Return value Table Revision Release 2024.3703 Keywords physics, collision, filter, getFilter See also collisionFilters.setupFilters() collisionFilters.viewAllFilters()
Calling this function with just a valid filterName
returns the table which should be referenced as the filter
parameter of the physics.addBody() function for the object you want to associate the filter with.
Alternatively, calling this function with humanReadableFormat
as true
returns a table of all the corresponding mask category names, allowing the filter's contents to be clearly understood.
collisionFilters.getFilter( filterName [, humanReadableFormat] )
String. A valid filter name as previously defined with collisionFilters.setupFilters().
Boolean. If set to true
, the return value becomes a table of all the corresponding mask category names, allowing the filter's contents to be clearly understood. This table is not valid for usage in the physics.addBody() function — its purpose is primarily for examining the filter's relationships.
local collisionFilters = require( "plugin.collisionFilters" ) collisionFilters.setupFilters( { player = { "enemies", "powerUps" }, enemies = "playerBullets", }) -- Create the player object local thisPlayer = display.newImageRect( "player.png", 64, 64 ) thisPlayer.x, thisPlayer.y = 100, 100 -- Add a physics body using the player filter local playerFilter = collisionFilters.getFilter( "player" ) physics.addBody( thisPlayer, "dynamic", { filter=playerFilter } )
local collisionFilters = require( "plugin.collisionFilters" ) collisionFilters.setupFilters( { player = { "enemies", "powerUps" }, enemies = "playerBullets", }) -- Display the player filter in an understandable format local playerFilter = collisionFilters.getFilter( "player", true ) print( "'player' is set to collide with: " .. table.concat( playerFilter, ", " ) )