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To quote @Haider on his solution in comments: I got the solution. If you attach the surface sprite to the listener BEFORE attaching listener to the top sprites it doesn't work. I changed the code to attach listener to the top sprites FIRST and later to the surface sprite, things started to work fine. So this sounds like a order of execution ...


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As I understood your question, you want to get the coordinates of the points of your body relative to the world, in other words, following the transformations applied to the body. I did this function not long ago, I hope this will help you and guide you towards an answer: public Vec2[] getPoints() { Vec2[] v = new Vec2[shape.getVertexCount()]; for ...


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The good news is that there are many things that you can do. Bad news - there's no magic switch to set to true to make your game run faster. Make sure that whatever you are doing in a loop is optimized. For example if you check in each loop cycle for some difficult condition for each sprite. Dithering won't help you. Please first understand what it does :) ...



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