p2 physics/revolute 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, 300, 'ball');
var vu1 = game.add.sprite(400, 300, 'vu');
game.physics.p2.enable([sprite, vu1]);
// So they don't collide with each other
sprite.body.clearCollision(true, true);
vu1.body.clearCollision(true, true);
var constraint = game.physics.p2.createRevoluteConstraint(sprite, [ 50, 100 ], vu1, [ 0, 0 ]);
text = game.add.text(20, 20, 'rotate with arrow keys', { fill: '#ffffff' });
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
if (cursors.left.isDown)
{
sprite.body.rotateLeft(50);
}
else if (cursors.right.isDown)
{
sprite.body.rotateRight(50);
}
}