Do you know why the following code, that uses love.physics, does not fall the rectangular boxes?
Thanks in advance for your reply!
Code: Select all
function love.load()
world = love.physics.newWorld(0, 0, 650, 650) --create a world for the bodies to exist in with width and height of 650
world:setGravity(0, 10) --the x component of the gravity will be 0, and the y component of the gravity will be 700
world:setMeter(64) --the height of a meter in this world will be 64px
objects = {} -- table to hold all our physical objects
--let's create the ground
objects.ground = {}
--we need to give the ground a mass of zero so that the ground wont move
objects.ground.body = love.physics.newBody(world, 650/2, 625, 0, 0) --remember, the shape anchors to the body from its center
objects.ground.shape = love.physics.newRectangleShape(objects.ground.body, 0, 0, 650, 50, 0) --anchor the shape to the body, and make it a width of 650 and a height of 50
objects.ground.shape:setFriction(0.5)
objects.ground.shape:setDensity(1)
objects.ground.shape:setRestitution(0.2)
objects.ground.shape:setData("Ground")
print("Is Ground dynamic? "..tostring(objects.ground.body:isDynamic()).." / istatic: "..tostring(objects.ground.body:isStatic()))
--let's create a ball
objects.ball = {}
objects.ball.body = love.physics.newBody(world, 650/2, 650/2, 30, 0) --place the body in the center of the world, with a mass of 15
objects.ball.shape = love.physics.newCircleShape(objects.ball.body, 0, 0, 20) --the ball's shape has no offset from it's body and has a radius of 20
objects.ball.shape:setFriction(0.5)
objects.ball.shape:setDensity(1)
objects.ball.shape:setRestitution(0.2)
objects.ball.shape:setData("Ball")
objects.boxes = {}
for i=1,10 do
objects.boxes[i] = {}
objects.boxes[i].body = love.physics.newBody(world, 60 * i, 400, 8, 0)
objects.boxes[i].shape = love.physics.newRectangleShape(objects.boxes[i].body, 0, 0, 5, 40)
objects.boxes[i].shape:setFriction(0.2)
objects.boxes[i].shape:setDensity(1)
objects.boxes[i].shape:setRestitution(0.4)
objects.boxes[i].shape:setData("Block")
print("Is Box #"..i.." dynamic? "..tostring(objects.boxes[i].body:isDynamic()).." / istatic: "..tostring(objects.boxes[i].body:isStatic()))
end
--let's create a ball
objects.ball1 = {}
objects.ball1.body = love.physics.newBody(world, 310, 50, 30, 0) --place the body in the center of the world, with a mass of 15
objects.ball1.shape = love.physics.newCircleShape(objects.ball1.body, 0, 0, 20) --the ball's shape has no offset from it's body and has a radius of 20
objects.ball1.shape:setFriction(0.2)
objects.ball1.shape:setDensity(1)
objects.ball1.shape:setRestitution(1)
objects.ball1.shape:setData("Ball")
--initial graphics setup
love.graphics.setBackgroundColor(104, 136, 248) --set the background color to a nice blue
love.graphics.setMode(650, 650, false, true, 0) --set the window dimensions to 650 by 650 with no fullscreen, vsync on, and no antialiasing
end
function love.update(dt)
world:update(dt) --this puts the world into motion
end
function love.draw()
love.graphics.setColor(72, 160, 14) -- set the drawing color to green for the ground
love.graphics.polygon("fill", objects.ground.shape:getPoints()) -- draw a "filled in" polygon using the ground's coordinates
love.graphics.setColor(193, 47, 14) --set the drawing color to red for the ball
love.graphics.circle("fill", objects.ball.body:getX(), objects.ball.body:getY(), objects.ball.shape:getRadius(), 20) -- we want 20 line segments to form the "circle"
love.graphics.setColor(193, 47, 14) --set the drawing color to red for the ball
love.graphics.circle("fill", objects.ball1.body:getX(), objects.ball1.body:getY(), objects.ball1.shape:getRadius(), 20) -- we want 20 line segments to form the "circle"
love.graphics.setColor(100, 100, 100) --set the drawing color for the box
for i=1,10 do
love.graphics.polygon("fill", objects.boxes[i].shape:getPoints())
end
end