/** * @author Richard Davey * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Creates a rotational spring, connecting two bodies. A spring can have a resting length, a stiffness and damping. * * @class Phaser.Physics.P2.RotationalSpring * @classdesc Physics Spring Constructor * @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} [restAngle] - The relative angle of bodies at which the spring is at rest. If not given, it's set to the current relative angle between the bodies. * @param {number} [stiffness=100] - Stiffness of the spring. A number >= 0. * @param {number} [damping=1] - Damping of the spring. A number >= 0. */ Phaser.Physics.P2.RotationalSpring = function (world, bodyA, bodyB, restAngle, stiffness, damping) { /** * @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; if (typeof restAngle === 'undefined') { restAngle = null; } if (typeof stiffness === 'undefined') { stiffness = 100; } if (typeof damping === 'undefined') { damping = 1; } if (restAngle) { restAngle = world.pxm(restAngle); } var options = { restAngle: restAngle, stiffness: stiffness, damping: damping }; /** * @property {p2.RotationalSpring} data - The actual p2 spring object. */ this.data = new p2.RotationalSpring(bodyA, bodyB, options); }; Phaser.Physics.P2.Spring.prototype.constructor = Phaser.Physics.P2.Spring;