Difference between revisions of "love.physics.newMouseJoint"
(Update example to work in 0.8.0) |
(→Examples: Cleaned up example code) |
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<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]] |
Revision as of 00:00, 6 June 2014
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.
Contents
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
Joint 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
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