Phaser.Physics.P2.RevoluteConstraint

new RevoluteConstraint(world, bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot)

Connects two bodies at given offset points, letting them rotate relative to each other around this point. The pivot points are given in world (pixel) coordinates.

Parameters:

Name

Type

Argument

Default

Description

world

Phaser.Physics.P2

A reference to the P2 World.

bodyA

p2.Body

First connected body.

pivotA

Float32Array

The point relative to the center of mass of bodyA which bodyA is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32].

bodyB

p2.Body

Second connected body.

pivotB

Float32Array

The point relative to the center of mass of bodyB which bodyB is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32].

maxForce

number

<optional>

0

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

worldPivot

Float32Array

<optional>

null

A pivot point given in world coordinates. If specified, localPivotA and localPivotB are automatically computed from this value.

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

Members

game:Phaser.Game

Local reference to game.

Source - physics/p2/RevoluteConstraint.js, line 29

world:Phaser.Physics.P2

Local reference to P2 World.

Source - physics/p2/RevoluteConstraint.js, line 34