In general: Everything that can be handled by the
PhysicsEngine (accessed via
Game.getPhysicsEngine()) can participate in a collision process. Now, that being said, we provide basic implementations that already implement
Creature) and if you move such entities using
Game.getPhysicsEngine().move(...), the movement will respect all static
CollisionBoxes and other entities that have collision enabled.
If you add a
CollisionBox or an entity that implements
ICollisionEntiy to your
Environment, it will automatically be known by the
Example from the
Point2D newLocation = new Point2D.Double(this.getEntity().getX() + dX, this.getEntity().getY() + dY);
I've created Issue 195 to provide a proper documentation about the
PhysicsEngine and the related workflows.