<!-- 
  descirbe a physic entity.
  
    - name: Name of the entity.
    - mass: weight of the entity (mandatory if entity is not static, unused otherwise).
    - static: true or false. a static entity has an infinity weight and don't move due to collisions. (optional, false by default) 
 -->
<physicsentity name="jetpack" mass="0.0" static="true">

  <!-- 
    Visual representation of the entity. can be either a simple graph (texture case) or a complex 
    graph with anmiation and so created on flash (CNode case). use only one of those: if both are present, CNode
    will have priority.
      - Texture.id: id of the graph, and also name of related the png file (called xxx.png).
      - CNode.name: name of the binary file describing the CNode.
      - CNode. tag: Optional. allows to use only a subset of a model as the graphic representation.
  -->
  <visualrepresentation>
    <Texture id="29"/>
  </visualrepresentation>

  <shapelist>
   	<shape model="circle" elasticity="0.0" friction="0.0" radius="3.0"> 
        <pointlist>
        <point x="-2.5" y="-2.5"/>
        <point x="-2.5" y="2.5"/>
        <point x="2.5" y="2.5"/>
        <point x="2.5" y="-2.5"/>
      </pointlist>
    </shape>
  </shapelist>
  
  <!--
    Optional.
    Collision informations used for in-game purposes. All fields are optional.
      - group: one of the defined group name in collisiongroups.
      - collisionType: one of the defined type name in collisiontypes.
      - layersbitset: bitset indicating the collision layers, for pseudo Z side collision managment.
  -->
  <collisioninfos group="" collisionType="jetpack" layersbitset="objects"/>
</physicsentity>
