# Collision Events in APE

**URL:** <https://forum.kirupa.com/t/collision-events-in-ape/233618>\
**Category:** flash\
**Created:** [July 25, 2007, 2:27pm UTC](https://forum.kirupa.com/t/collision-events-in-ape/233618 "2007-07-25T14:27:21Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![mmorosky](https://avatars.discourse-cdn.com/v4/letter/m/2bfe46/32.png) [@mmorosky](https://forum.kirupa.com/u/mmorosky)\
**Post date:** [July 25, 2007, 2:27pm UTC](https://forum.kirupa.com/t/collision-events-in-ape/233618/1 "2007-07-25T14:27:21Z")

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I am trying to create two objects in an application that I am working on that uses the APE physics engine by Alec Cove.

1. I want collisions between boxes (RectangleParticles in the engine) to happen realistically. Right now, boxes collide as you would expect, but they do not rotate whatsoever. I really have no idea how to implement this.

2. I’ve extended the RectangleParticle class as a GameBox class so that I may add additional attributes to them. I’ve added a hitPoints attribute that is meant to determine the current strength of a box. This should decrease upon collision. I am unsure how to implement this, because I am not sure how to determine the amount of damage that a box should take. I figure it might work to use the depth of the collision that is calculated by the APE engine, and just make it proportional to that. Any suggestions?
