mirror of
https://github.com/photonstorm/phaser
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44 lines
1.6 KiB
JavaScript
44 lines
1.6 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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* Locks the relative position between two bodies.
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*
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* @class Phaser.Physics.P2.LockConstraint
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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 {Array} [offset] - The offset of bodyB in bodyA's frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
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* @param {number} [angle=0] - The angle of bodyB in bodyA's frame.
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* @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies.
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*/
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Phaser.Physics.P2.LockConstraint = function (world, bodyA, bodyB, offset, angle, maxForce) {
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if (offset === undefined) { offset = [0, 0]; }
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if (angle === undefined) { angle = 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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offset = [ world.pxm(offset[0]), world.pxm(offset[1]) ];
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var options = { localOffsetB: offset, localAngleB: angle, maxForce: maxForce };
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p2.LockConstraint.call(this, bodyA, bodyB, options);
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};
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Phaser.Physics.P2.LockConstraint.prototype = Object.create(p2.LockConstraint.prototype);
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Phaser.Physics.P2.LockConstraint.prototype.constructor = Phaser.Physics.P2.LockConstraint;
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