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