mirror of
https://github.com/photonstorm/phaser
synced 2025-02-16 05:58:30 +00:00
fixed naming for rotation lock in prismatic joint
This commit is contained in:
parent
f0034008f5
commit
c686ea0eb5
2 changed files with 7 additions and 7 deletions
|
@ -13,15 +13,15 @@
|
|||
* @param {Phaser.Physics.P2} world - A reference to the P2 World.
|
||||
* @param {p2.Body} bodyA - First connected body.
|
||||
* @param {p2.Body} bodyB - Second connected body.
|
||||
* @param {boolean} [lock=false] - If set to true, bodyB will be free to rotate around its anchor point.
|
||||
* @param {boolean} [lockRotation=true] - If set to false, bodyB will be free to rotate around its anchor point.
|
||||
* @param {Array} [anchorA] - Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
|
||||
* @param {Array} [anchorB] - Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
|
||||
* @param {Array} [axis] - An axis, defined in body A frame, that body B's anchor point may slide along. The value is an array with 2 elements matching x and y, i.e: [32, 32].
|
||||
* @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies.
|
||||
*/
|
||||
Phaser.Physics.P2.PrismaticConstraint = function (world, bodyA, bodyB, lock, anchorA, anchorB, axis, maxForce) {
|
||||
Phaser.Physics.P2.PrismaticConstraint = function (world, bodyA, bodyB, lockRotation, anchorA, anchorB, axis, maxForce) {
|
||||
|
||||
if (typeof lock === 'undefined') { lock = false; }
|
||||
if (typeof lockRotation === 'undefined') { lockRotation = true; }
|
||||
if (typeof anchorA === 'undefined') { anchorA = [0, 0]; }
|
||||
if (typeof anchorB === 'undefined') { anchorB = [0, 0]; }
|
||||
if (typeof axis === 'undefined') { axis = [0, 0]; }
|
||||
|
@ -40,7 +40,7 @@ Phaser.Physics.P2.PrismaticConstraint = function (world, bodyA, bodyB, lock, anc
|
|||
anchorA = [ world.pxmi(anchorA[0]), world.pxmi(anchorA[1]) ];
|
||||
anchorB = [ world.pxmi(anchorB[0]), world.pxmi(anchorB[1]) ];
|
||||
|
||||
var options = { localAnchorA: anchorA, localAnchorB: anchorB, localAxisA: axis, maxForce: maxForce, disableRotationalLock: lock };
|
||||
var options = { localAnchorA: anchorA, localAnchorB: anchorB, localAxisA: axis, maxForce: maxForce, disableRotationalLock: !lockRotation };
|
||||
|
||||
p2.PrismaticConstraint.call(this, bodyA, bodyB, options);
|
||||
|
||||
|
|
|
@ -878,14 +878,14 @@ Phaser.Physics.P2.prototype = {
|
|||
* @method Phaser.Physics.P2#createPrismaticConstraint
|
||||
* @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body.
|
||||
* @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body.
|
||||
* @param {boolean} [lock=false] - If set to true, bodyB will be free to rotate around its anchor point.
|
||||
* @param {boolean} [lockRotation=true] - If set to false, bodyB will be free to rotate around its anchor point.
|
||||
* @param {Array} [anchorA] - Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
|
||||
* @param {Array} [anchorB] - Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
|
||||
* @param {Array} [axis] - An axis, defined in body A frame, that body B's anchor point may slide along. The value is an array with 2 elements matching x and y, i.e: [32, 32].
|
||||
* @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies.
|
||||
* @return {Phaser.Physics.P2.PrismaticConstraint} The constraint
|
||||
*/
|
||||
createPrismaticConstraint: function (bodyA, bodyB, lock, anchorA, anchorB, axis, maxForce) {
|
||||
createPrismaticConstraint: function (bodyA, bodyB, lockRotation, anchorA, anchorB, axis, maxForce) {
|
||||
|
||||
bodyA = this.getBody(bodyA);
|
||||
bodyB = this.getBody(bodyB);
|
||||
|
@ -896,7 +896,7 @@ Phaser.Physics.P2.prototype = {
|
|||
}
|
||||
else
|
||||
{
|
||||
return this.addConstraint(new Phaser.Physics.P2.PrismaticConstraint(this, bodyA, bodyB, lock, anchorA, anchorB, axis, maxForce));
|
||||
return this.addConstraint(new Phaser.Physics.P2.PrismaticConstraint(this, bodyA, bodyB, lockRotation, anchorA, anchorB, axis, maxForce));
|
||||
}
|
||||
|
||||
},
|
||||
|
|
Loading…
Add table
Reference in a new issue