/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A constraint that tries to keep the distance between two bodies constant. * * @class Phaser.Physics.P2.DistanceConstraint * @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 {number} distance - The distance to keep between the bodies. * @param {Array} [localAnchorA] - The anchor point for bodyA, defined locally in bodyA frame. Defaults to [0,0]. * @param {Array} [localAnchorB] - The anchor point for bodyB, defined locally in bodyB frame. Defaults to [0,0]. * @param {object} [maxForce=Number.MAX_VALUE] - Maximum force to apply. */ Phaser.Physics.P2.DistanceConstraint = function (world, bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce) { if (distance === undefined) { distance = 100; } if (localAnchorA === undefined) { localAnchorA = [0, 0]; } if (localAnchorB === undefined) { localAnchorB = [0, 0]; } if (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; distance = world.pxm(distance); localAnchorA = [ world.pxmi(localAnchorA[0]), world.pxmi(localAnchorA[1]) ]; localAnchorB = [ world.pxmi(localAnchorB[0]), world.pxmi(localAnchorB[1]) ]; var options = { distance: distance, localAnchorA: localAnchorA, localAnchorB: localAnchorB, maxForce: maxForce }; p2.DistanceConstraint.call(this, bodyA, bodyB, options); }; Phaser.Physics.P2.DistanceConstraint.prototype = Object.create(p2.DistanceConstraint.prototype); Phaser.Physics.P2.DistanceConstraint.prototype.constructor = Phaser.Physics.P2.DistanceConstraint;