p2 physics/lock constraint
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('vu', 'assets/sprites/vu.png');
game.load.image('ball', 'assets/sprites/arrow.png');
game.load.image('sky', 'assets/skies/cavern2.png');
}
var sprite;
var cursors;
function create() {
game.add.image(0, 0, 'sky');
// Enable p2 physics
game.physics.startSystem(Phaser.Physics.P2JS);
// Add 2 sprites which we'll join with a constraint
sprite = game.add.sprite(400, 200, 'ball');
var vu1 = game.add.sprite(400, 300, 'vu');
game.physics.p2.enable([sprite, vu1]);
// Lock the two bodies together. The [0, 50] sets the distance apart (y: 80)
var constraint = game.physics.p2.createLockConstraint(sprite, vu1, [0, 80], 0);
text = game.add.text(20, 20, 'move with arrow keys', { fill: '#ffffff' });
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
if (cursors.left.isDown)
{
sprite.body.moveLeft(100);
}
else if (cursors.right.isDown)
{
sprite.body.moveRight(100);
}
if (cursors.up.isDown)
{
sprite.body.moveUp(100);
}
else if (cursors.down.isDown)
{
sprite.body.moveDown(100);
}
}