/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Connects two bodies at given offset points, letting them rotate relative to each other around this point. * * @class Phaser.Physics.P2.PrismaticConstraint * @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 {boolean} [lockRotation=true] - If set to false, bodyB will be free to rotate around its anchor point. * @param {Array} [anchorA] - 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]. * @param {Array} [anchorB] - 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]. * @param {Array} [axis] - 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]. * @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies. */ Phaser.Physics.P2.PrismaticConstraint = function (world, bodyA, bodyB, lockRotation, anchorA, anchorB, axis, maxForce) { if (lockRotation === undefined) { lockRotation = true; } if (anchorA === undefined) { anchorA = [0, 0]; } if (anchorB === undefined) { anchorB = [0, 0]; } if (axis === undefined) { axis = [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; anchorA = [ world.pxmi(anchorA[0]), world.pxmi(anchorA[1]) ]; anchorB = [ world.pxmi(anchorB[0]), world.pxmi(anchorB[1]) ]; var options = { localAnchorA: anchorA, localAnchorB: anchorB, localAxisA: axis, maxForce: maxForce, disableRotationalLock: !lockRotation }; p2.PrismaticConstraint.call(this, bodyA, bodyB, options); }; Phaser.Physics.P2.PrismaticConstraint.prototype = Object.create(p2.PrismaticConstraint.prototype); Phaser.Physics.P2.PrismaticConstraint.prototype.constructor = Phaser.Physics.P2.PrismaticConstraint;