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< h1 class = "page-title" > Source: physics/p2/Spring.js< / h1 >
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< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* Creates a spring, connecting two bodies. A spring can have a resting length, a stiffness and damping.
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*
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* @class Phaser.Physics.P2.Spring
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* @classdesc Physics Spring Constructor
* @constructor
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* @param {Phaser.Physics.P2} world - A reference to the P2 World.
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* @param {p2.Body} bodyA - First connected body.
* @param {p2.Body} bodyB - Second connected body.
* @param {number} [restLength=1] - Rest length of the spring. A number > 0.
* @param {number} [stiffness=100] - Stiffness of the spring. A number >= 0.
* @param {number} [damping=1] - Damping of the spring. A number >= 0.
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* @param {Array} [worldA] - Where to hook the spring to body A in world coordinates. This value is an array with 2 elements matching x and y, i.e: [32, 32].
* @param {Array} [worldB] - Where to hook the spring to body B in world coordinates. This value is an array with 2 elements matching x and y, i.e: [32, 32].
* @param {Array} [localA] - Where to hook the spring to body A in local body coordinates. This value is an array with 2 elements matching x and y, i.e: [32, 32].
* @param {Array} [localB] - Where to hook the spring to body B in local body coordinates. This value is an array with 2 elements matching x and y, i.e: [32, 32].
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*/
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Phaser.Physics.P2.Spring = function (world, bodyA, bodyB, restLength, stiffness, damping, worldA, worldB, localA, localB) {
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/**
* @property {Phaser.Game} game - Local reference to game.
*/
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this.game = world.game;
/**
* @property {Phaser.Physics.P2} world - Local reference to P2 World.
*/
this.world = world;
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if (typeof restLength === 'undefined') { restLength = 1; }
if (typeof stiffness === 'undefined') { stiffness = 100; }
if (typeof damping === 'undefined') { damping = 1; }
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restLength = world.pxm(restLength);
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var options = {
restLength: restLength,
stiffness: stiffness,
damping: damping
};
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if (typeof worldA !== 'undefined' & & worldA !== null)
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{
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options.worldAnchorA = [ world.pxm(worldA[0]), world.pxm(worldA[1]) ];
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}
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if (typeof worldB !== 'undefined' & & worldB !== null)
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{
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options.worldAnchorB = [ world.pxm(worldB[0]), world.pxm(worldB[1]) ];
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}
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if (typeof localA !== 'undefined' & & localA !== null)
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{
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options.localAnchorA = [ world.pxm(localA[0]), world.pxm(localA[1]) ];
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}
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if (typeof localB !== 'undefined' & & localB !== null)
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{
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options.localAnchorB = [ world.pxm(localB[0]), world.pxm(localB[1]) ];
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}
p2.Spring.call(this, bodyA, bodyB, options);
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};
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Phaser.Physics.P2.Spring.prototype = Object.create(p2.Spring.prototype);
Phaser.Physics.P2.Spring.prototype.constructor = Phaser.Physics.P2.Spring;
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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