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World.createDistanceConstraint signature changed to include new local anchors (thanks @rhmoller #1169)
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2 changed files with 5 additions and 2 deletions
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@ -186,6 +186,7 @@ Version 2.1.0 - "Cairhien" - -in development-
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### p2.js 0.6.0 Changes and New Features
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* DistanceConstraint signature changed to take the new localAnchors.
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* World.createDistanceConstraint signature changed to include new local anchors (thanks @rhmoller #1169)
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* RevoluteConstraint signature changed to include worldPivot.
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* P2.Body now uses the new Body.type value instead of Body.motionState, however as P2.Body already have a property called `type` we have left the `motionState` getter/setter in for now.
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* World.enableBodySleeping has been removed and replaced with World.sleepMode.
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@ -815,10 +815,12 @@ Phaser.Physics.P2.prototype = {
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* @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body.
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* @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body.
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* @param {number} distance - The distance to keep between the bodies.
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* @param {Array} [localAnchorA] - The anchor point for bodyA, defined locally in bodyA frame. Defaults to [0,0].
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* @param {Array} [localAnchorB] - The anchor point for bodyB, defined locally in bodyB frame. Defaults to [0,0].
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* @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies.
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* @return {Phaser.Physics.P2.DistanceConstraint} The constraint
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*/
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createDistanceConstraint: function (bodyA, bodyB, distance, maxForce) {
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createDistanceConstraint: function (bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce) {
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bodyA = this.getBody(bodyA);
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bodyB = this.getBody(bodyB);
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@ -829,7 +831,7 @@ Phaser.Physics.P2.prototype = {
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}
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else
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{
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return this.addConstraint(new Phaser.Physics.P2.DistanceConstraint(this, bodyA, bodyB, distance, maxForce));
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return this.addConstraint(new Phaser.Physics.P2.DistanceConstraint(this, bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce));
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}
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},
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