Phaser.Physics.P2.PrismaticConstraint

new PrismaticConstraint(world, bodyA, bodyB, lockRotation, anchorA, anchorB, axis, maxForce)

Connects two bodies at given offset points, letting them rotate relative to each other around this point.

Parameters:

Name

Type

Argument

Default

Description

world

Phaser.Physics.P2

A reference to the P2 World.

bodyA

p2.Body

First connected body.

bodyB

p2.Body

Second connected body.

lockRotation

boolean

<optional>

true

If set to false, bodyB will be free to rotate around its anchor point.

anchorA

Array

<optional>

Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].

anchorB

Array

<optional>

Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].

axis

Array

<optional>

An axis, defined in body A frame, that body B's anchor point may slide along. The value is an array with 2 elements matching x and y, i.e: [32, 32].

maxForce

number

<optional>

The maximum force that should be applied to constrain the bodies.

Source - physics/p2/PrismaticConstraint.js, line 21

Members

game:Phaser.Game

Local reference to game.

Source - physics/p2/PrismaticConstraint.js, line 32

world:Phaser.Physics.P2

Local reference to P2 World.

Source - physics/p2/PrismaticConstraint.js, line 37