Phaser.Physics.P2. RevoluteConstraint

new RevoluteConstraint(world, bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot)

Connects two bodies at given offset points, letting them rotate relative to each other around this point.
The pivot points are given in world (pixel) coordinates.

Parameters:
Name Type Argument Default Description
world Phaser.Physics.P2

A reference to the P2 World.

bodyA p2.Body

First connected body.

pivotA Float32Array

The point relative to the center of mass of bodyA which bodyA is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32].

bodyB p2.Body

Second connected body.

pivotB Float32Array

The point relative to the center of mass of bodyB which bodyB is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32].

maxForce number <optional>
0

The maximum force that should be applied to constrain the bodies.

worldPivot Float32Array <optional>
null

A pivot point given in world coordinates. If specified, localPivotA and localPivotB are automatically computed from this value.

Source - physics/p2/RevoluteConstraint.js, line 21

Members

game :Phaser.Game

Local reference to game.

Source - physics/p2/RevoluteConstraint.js, line 29

world :Phaser.Physics.P2

Local reference to P2 World.

Source - physics/p2/RevoluteConstraint.js, line 34
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