new Spring(world, bodyA, bodyB, restLength, stiffness, damping, worldA, worldB, localA, localB)
Creates a linear spring, connecting two bodies. A spring can have a resting length, a stiffness and damping.
Parameters:
Name | Type | Argument | Default | Description |
---|---|---|---|---|
world |
Phaser.Physics.P2 | A reference to the P2 World. |
||
bodyA |
p2.Body | First connected body. |
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bodyB |
p2.Body | Second connected body. |
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restLength |
number |
<optional> |
1 | Rest length of the spring. A number > 0. |
stiffness |
number |
<optional> |
100 | Stiffness of the spring. A number >= 0. |
damping |
number |
<optional> |
1 | Damping of the spring. A number >= 0. |
worldA |
Array |
<optional> |
Where to hook the spring to body A in world coordinates. This value is an array with 2 elements matching x and y, i.e: [32, 32]. |
|
worldB |
Array |
<optional> |
Where to hook the spring to body B in world coordinates. This value is an array with 2 elements matching x and y, i.e: [32, 32]. |
|
localA |
Array |
<optional> |
Where to hook the spring to body A in local body coordinates. This value is an array with 2 elements matching x and y, i.e: [32, 32]. |
|
localB |
Array |
<optional> |
Where to hook the spring to body B in local body coordinates. This value is an array with 2 elements matching x and y, i.e: [32, 32]. |
- Source - physics/p2/Spring.js, line 23
Members
-
data :p2.LinearSpring
-
The actual p2 spring object.
- Source - physics/p2/Spring.js, line 70
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game :Phaser.Game
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Local reference to game.
- Source - physics/p2/Spring.js, line 28
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world :Phaser.Physics.P2
-
Local reference to P2 World.
- Source - physics/p2/Spring.js, line 33