/* This example demonstrates the most basic usage of physics. * * To make a part behaves like a body in a physics simulation, * all that is needed is to set its attribute part.physics_body * to something different from NONE. For example, RIGID_BOX, * or CLOTH. It will define the shape of the part, and how it * will interact with the environment. * * The remaining body attributes should be set inside the physics * block of description. In this example we are customizing * the restitution, that is how much the body bounces, and friction. * * It can be tested with edje_player * $ edje_player physics_basic.edj */ collections { images { image: "bubble-blue.png" COMP; } group { name: "example_group"; parts { part { name: "background"; type: RECT; physics_body: NONE; description { state: "default" 0.0; color: 255 255 255 255; /* white */ rel1.relative: 0.0 0.0; rel2.relative: 1.0 1.0; } } part { name: "red_box"; type: RECT; physics_body: RIGID_BOX; description { state: "default" 0.0; color: 255 0 0 255; /* red */ rel1.relative: 0.75 0.1; rel2.relative: 0.95 0.3; aspect: 1 1; physics { restitution: 0.85; } } } part { name: "blue_circle"; type: IMAGE; physics_body: RIGID_SPHERE; description { state: "default" 0.0; rel1.relative: 0.25 0.1; rel2.relative: 0.45 0.3; aspect: 1 1; image { normal: "bubble-blue.png"; } } } part { name: "floor"; type: RECT; physics_body: BOUNDARY_BOTTOM; description { state: "default" 0.0; visible: 0; physics { restitution: 0.92; friction: 0.6; } } } } } }