new PrismaticConstraint(world, bodyA, bodyB, lockRotation, anchorA, anchorB, axis, maxForce)
Connects two bodies at given offset points, letting them rotate relative to each other around this point.
Parameters:
Name | Type | Argument | Default | Description |
---|---|---|---|---|
world |
Phaser.Physics.P2 | A reference to the P2 World. |
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bodyA |
p2.Body | First connected body. |
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bodyB |
p2.Body | Second connected body. |
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lockRotation |
boolean |
<optional> |
true | If set to false, bodyB will be free to rotate around its anchor point. |
anchorA |
Array |
<optional> |
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]. |
|
anchorB |
Array |
<optional> |
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]. |
|
axis |
Array |
<optional> |
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]. |
|
maxForce |
number |
<optional> |
The maximum force that should be applied to constrain the bodies. |
- Source - physics/p2/PrismaticConstraint.js, line 21
Members
-
game :Phaser.Game
-
Local reference to game.
- Source - physics/p2/PrismaticConstraint.js, line 32
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world :Phaser.Physics.P2
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Local reference to P2 World.
- Source - physics/p2/PrismaticConstraint.js, line 37