box2d/friction joints
/**
* @author Chris Campbell
* @author Richard Davey
* @copyright 2015 Photon Storm Ltd.
* @license {@link http://choosealicense.com/licenses/no-license/|No License}
*
* @description This example requires the Phaser Box2D Plugin to run.
* For more details please see http://phaser.io/shop/plugins/box2d
*/
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('a', 'assets/sprites/a.png');
game.load.image('b', 'assets/sprites/b.png');
}
var codeCaption;
var bodyAs = [];
function create() {
game.stage.backgroundColor = '#124184';
// Enable Box2D physics
game.physics.startSystem(Phaser.Physics.BOX2D);
game.physics.box2d.debugDraw.joints = true;
game.physics.box2d.setBoundsToWorld();
game.physics.box2d.gravity.y = 500;
// Simple case with joint anchors at the center of each sprite,
// linear friction only
{
// Static box
var spriteA = game.add.sprite(200, 200, 'a');
game.physics.box2d.enable(spriteA);
spriteA.body.static = true;
// Dynamic box
var spriteB = game.add.sprite(200, 200, 'b');
game.physics.box2d.enable(spriteB);
// bodyA, bodyB, maxForce, maxTorque, ax, ay, bx, by
game.physics.box2d.frictionJoint(spriteA, spriteB, 50, 0);
bodyAs.push(spriteA.body);
}
// Simple case with joint anchors at the center of each sprite,
// angular friction only
{
// Static box
var spriteA = game.add.sprite(600, 200, 'a');
game.physics.box2d.enable(spriteA);
spriteA.body.static = true;
// Dynamic box
var spriteB = game.add.sprite(600, 200, 'b');
game.physics.box2d.enable(spriteB);
// bodyA, bodyB, maxForce, maxTorque, ax, ay, bx, by
game.physics.box2d.frictionJoint(spriteA, spriteB, 0, 50);
bodyAs.push(spriteA.body);
}
// Both angular and linear friction
{
// Static box
var spriteA = game.add.sprite(200, 400, 'a');
game.physics.box2d.enable(spriteA);
spriteA.body.static = true;
// Dynamic box
var spriteB = game.add.sprite(200, 400, 'b');
game.physics.box2d.enable(spriteB);
// bodyA, bodyB, maxForce, maxTorque, ax, ay, bx, by
game.physics.box2d.frictionJoint(spriteA, spriteB, 50, 50);
bodyAs.push(spriteA.body);
}
// This case has offset joint anchor in bodyB
{
// Static box
var spriteA = game.add.sprite(600, 400, 'a');
game.physics.box2d.enable(spriteA);
spriteA.body.static = true;
// Dynamic box
var spriteB = game.add.sprite(600, 400, 'b');
game.physics.box2d.enable(spriteB);
// bodyA, bodyB, maxForce, maxTorque, ax, ay, bx, by
game.physics.box2d.frictionJoint(spriteA, spriteB, 50, 50, 0, 0, 100, 0);
bodyAs.push(spriteA.body);
}
// Set up handlers for mouse events
game.input.onDown.add(mouseDragStart, this);
game.input.addMoveCallback(mouseDragMove, this);
game.input.onUp.add(mouseDragEnd, this);
game.add.text(5, 5, 'Friction joint. Click to start.', { fill: '#ffffff', font: '14pt Arial' });
game.add.text(5, 25, 'Mouse over bodyA to see the code used to create the joint.', { fill: '#ffffff', font: '14pt Arial' });
codeCaption = game.add.text(5, 50, 'Parameters: bodyA, bodyB, maxForce, maxTorque, ax, ay, bx, by', { fill: '#dddddd', font: '10pt Arial' });
codeCaption = game.add.text(5, 65, '', { fill: '#ccffcc', font: '14pt Arial' });
// Start paused so user can see how the joints start out
game.paused = true;
game.input.onDown.add(function(){game.paused = false;}, this);
}
function mouseDragStart() { game.physics.box2d.mouseDragStart(game.input.mousePointer); }
function mouseDragMove() { game.physics.box2d.mouseDragMove(game.input.mousePointer); }
function mouseDragEnd() { game.physics.box2d.mouseDragEnd(); }
function update() {
if (bodyAs[0].containsPoint(game.input.mousePointer))
{
codeCaption.text = 'game.physics.box2d.frictionJoint(spriteA, spriteB, 50, 0)';
}
else if (bodyAs[1].containsPoint(game.input.mousePointer))
{
codeCaption.text = 'game.physics.box2d.frictionJoint(spriteA, spriteB, 0, 50)';
}
else if (bodyAs[2].containsPoint(game.input.mousePointer))
{
codeCaption.text = 'game.physics.box2d.frictionJoint(spriteA, spriteB, 50, 50)';
}
else if (bodyAs[3].containsPoint(game.input.mousePointer))
{
codeCaption.text = 'game.physics.box2d.frictionJoint(spriteA, spriteB, 50, 50, 0, 0, 100, 0)';
}
else
{
codeCaption.text = '';
}
}
function render() {
// update will not be called while paused, but we want to change the caption on mouse-over
if (game.paused)
{
update();
}
game.debug.box2dWorld();
}