I'm experimenting for the first time with joints (yes I'm aware of how wrong that sounds)
At this moment I'd like to "attach" two bodies together with a Revolute Joint.
At the moment I have the following:
Code: Select all
-- x, y, body1 and body2 already defined
local joint = love.physics.newRevoluteJoint( body1, body2, x, y )
joint:setCollideConnected(false)
Body1 and body 2 look like butterflies pinned on the wall.
In my case body1 is a tank and body2 is the tank's turret. They are not of much use if the tank can't move!
Ideally, I'd like to apply forces to body1 so that body2 "follows it around", while still being able to orientate itself.
So, that's my question - how do I make the joint "not fixed"?