Difference between revisions of "love.physics.newMouseJoint"
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Create a joint between a body and the mouse. | Create a joint between a body and the mouse. | ||
This joint actually connects the body to a fixed point in the world. To make it follow the mouse, the fixed point must be updated every timestep (example below). | This joint actually connects the body to a fixed point in the world. To make it follow the mouse, the fixed point must be updated every timestep (example below). | ||
− | |||
The advantage of using a MouseJoint instead of just changing a body position directly is that collisions and reactions to other joints are handled by the physics engine. | The advantage of using a MouseJoint instead of just changing a body position directly is that collisions and reactions to other joints are handled by the physics engine. | ||
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</source> | </source> | ||
=== Arguments === | === Arguments === | ||
− | {{param| | + | {{param|Body|body|The body to attach to the mouse.}} |
{{param|number|x|The x position of the connecting point.}} | {{param|number|x|The x position of the connecting point.}} | ||
{{param|number|y|The y position of the connecting point.}} | {{param|number|y|The y position of the connecting point.}} | ||
+ | |||
=== Returns === | === Returns === | ||
− | {{param| | + | {{param|MouseJoint|joint|The new mouse joint.}} |
== Examples == | == Examples == | ||
− | |||
<source lang="lua"> | <source lang="lua"> | ||
function love.load() | function love.load() | ||
− | + | world = love.physics.newWorld(0, 0) | |
− | + | body = love.physics.newBody(world, love.mouse.getX(), love.mouse.getY(), "dynamic") | |
− | + | shape = love.physics.newCircleShape(20) | |
− | + | fixture = love.physics.newFixture(body, shape) | |
− | + | joint = love.physics.newMouseJoint(body, love.mouse.getPosition()) | |
end | end | ||
function love.draw() | function love.draw() | ||
− | + | love.graphics.circle("fill", body:getX(), body:getY(), shape:getRadius()) | |
end | end | ||
function love.update(dt) | function love.update(dt) | ||
− | + | joint:setTarget(love.mouse.getPosition()) | |
− | + | world:update(dt) | |
end | end | ||
</source> | </source> | ||
+ | |||
== See Also == | == See Also == | ||
* [[parent::love.physics]] | * [[parent::love.physics]] | ||
+ | * [[Constructs::MouseJoint]] | ||
+ | * [[Constructs::Joint]] | ||
[[Category:Functions]] | [[Category:Functions]] | ||
− | {{#set:Description=Create a joint between a body and the mouse. | + | {{#set:Description=Create a joint between a body and the mouse.}} |
− | }} | + | {{#set:Since=000}} |
+ | == Other Languages == | ||
+ | {{i18n|love.physics.newMouseJoint}} |
Latest revision as of 19:03, 26 December 2016
Create a joint between a body and the mouse.
This joint actually connects the body to a fixed point in the world. To make it follow the mouse, the fixed point must be updated every timestep (example below).
The advantage of using a MouseJoint instead of just changing a body position directly is that collisions and reactions to other joints are handled by the physics engine.
Function
Synopsis
joint = love.physics.newMouseJoint( body, x, y )
Arguments
Body body
- The body to attach to the mouse.
number x
- The x position of the connecting point.
number y
- The y position of the connecting point.
Returns
MouseJoint joint
- The new mouse joint.
Examples
function love.load()
world = love.physics.newWorld(0, 0)
body = love.physics.newBody(world, love.mouse.getX(), love.mouse.getY(), "dynamic")
shape = love.physics.newCircleShape(20)
fixture = love.physics.newFixture(body, shape)
joint = love.physics.newMouseJoint(body, love.mouse.getPosition())
end
function love.draw()
love.graphics.circle("fill", body:getX(), body:getY(), shape:getRadius())
end
function love.update(dt)
joint:setTarget(love.mouse.getPosition())
world:update(dt)
end
See Also
Other Languages
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简体中文 –
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