/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Locks the relative position between two bodies. * * @class Phaser.Physics.P2.LockConstraint * @classdesc Physics LockConstraint Constructor * @constructor * @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 {Array} [offset] - The offset of bodyB in bodyA's frame. The value is an array with 2 elements matching x and y, i.e: [32, 32]. * @param {number} [angle=0] - The angle of bodyB in bodyA's frame. * @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies. */ Phaser.Physics.P2.LockConstraint = function (world, bodyA, bodyB, offset, angle, maxForce) { if (typeof offset === 'undefined') { offset = [0, 0]; } if (typeof angle === 'undefined') { angle = 0; } if (typeof maxForce === 'undefined') { maxForce = Number.MAX_VALUE; } /** * @property {Phaser.Game} game - Local reference to game. */ this.game = world.game; /** * @property {Phaser.Physics.P2} world - Local reference to P2 World. */ this.world = world; offset = [ world.pxm(offset[0]), world.pxm(offset[1]) ]; var options = { localOffsetB: offset, localAngleB: angle, maxForce: maxForce }; p2.LockConstraint.call(this, bodyA, bodyB, options); } Phaser.Physics.P2.LockConstraint.prototype = Object.create(p2.LockConstraint.prototype); Phaser.Physics.P2.LockConstraint.prototype.constructor = Phaser.Physics.P2.LockConstraint;