Difference between revisions of "Tutorial:Physics"
m (Corrected world creation code to reflect what the comments are saying) |
(Adapted to 0.8, added some blocks to play around with) |
||
Line 10: | Line 10: | ||
<source lang="lua"> | <source lang="lua"> | ||
function love.load() | function love.load() | ||
− | world = love.physics.newWorld(0, | + | love.physics.setMeter(64) --the height of a meter our worlds will be 64px |
− | + | world = love.physics.newWorld(0, 9.81*64, true) --create a world for the bodies to exist in with horizontal gravity of 0 and vertical gravity of 9.81 | |
− | |||
</source> | </source> | ||
Line 18: | Line 17: | ||
<source lang="lua"> | <source lang="lua"> | ||
− | + | objects = {} -- table to hold all our physical objects | |
--let's create the ground | --let's create the ground | ||
objects.ground = {} | objects.ground = {} | ||
− | + | objects.ground.body = love.physics.newBody(world, 650/2, 650-50/2) --remember, the shape (the rectangle we create next) anchors to the body from its center, so we have to move it to (650/2, 650-50/2) | |
− | objects.ground.body = love.physics.newBody(world, 650/2, | + | objects.ground.shape = love.physics.newRectangleShape(0, 0, 650, 50) --anchor the shape to the body, and make it a width of 650 and a height of 50 |
− | objects.ground.shape = love.physics.newRectangleShape( | + | objects.ground.fixture = love.physics.newFixture(objects.ground.body, objects.ground.shape); --attach shape to body |
--let's create a ball | --let's create a ball | ||
objects.ball = {} | objects.ball = {} | ||
− | objects.ball.body = love.physics.newBody(world, 650/2, 650/2, | + | objects.ball.body = love.physics.newBody(world, 650/2, 650/2, "dynamic") --place the body in the center of the world and make it dynamic, so it can move around |
− | objects.ball.shape = love.physics.newCircleShape( | + | objects.ball.body:setMass(15); --give it a mass of 15 |
+ | objects.ball.shape = love.physics.newCircleShape(0, 0, 20) --the ball's shape has no offset from it's body and has a radius of 20 | ||
+ | objects.ball.fixture = love.physics.newFixture(objects.ball.body, objects.ball.shape, 1.0); --attach shape to body and give it a friction of 1.0 | ||
+ | objects.ball.fixture:setRestitution(0.9) --let the ball bounce | ||
+ | |||
+ | --let's create 4 blocks to play around | ||
+ | objects.block1 = {} | ||
+ | objects.block1.body = love.physics.newBody(world, 200, 550, "dynamic") | ||
+ | objects.block1.body:setMass(3000) --uff, very heavy block at the bottom | ||
+ | objects.block1.shape = love.physics.newRectangleShape(0, 0, 50, 100) | ||
+ | objects.block1.fixture = love.physics.newFixture(objects.block1.body, objects.block1.shape, 5) --with plenty of friction, will be hard to move around | ||
+ | |||
+ | objects.block2 = {} | ||
+ | objects.block2.body = love.physics.newBody(world, 200, 400, "dynamic") | ||
+ | objects.block2.body:setMass(300) | ||
+ | objects.block2.shape = love.physics.newRectangleShape(0, 0, 50, 100) | ||
+ | objects.block2.fixture = love.physics.newFixture(objects.block2.body, objects.block2.shape, 2) | ||
+ | |||
+ | objects.block3 = {} | ||
+ | objects.block3.body = love.physics.newBody(world, 200, 250, "dynamic") | ||
+ | objects.block3.body:setMass(200) | ||
+ | objects.block3.shape = love.physics.newRectangleShape(0, 0, 50, 100) | ||
+ | objects.block3.fixture = love.physics.newFixture(objects.block3.body, objects.block3.shape, 2) | ||
+ | |||
+ | objects.block4 = {} | ||
+ | objects.block4.body = love.physics.newBody(world, 200, 250, "dynamic") | ||
+ | objects.block4.body:setMass(200) | ||
+ | objects.block4.shape = love.physics.newRectangleShape(0, 0, 100, 50) | ||
+ | objects.block4.fixture = love.physics.newFixture(objects.block4.body, objects.block4.shape, 2) | ||
</source> | </source> | ||
Line 70: | Line 97: | ||
function love.draw() | function love.draw() | ||
love.graphics.setColor(72, 160, 14) -- set the drawing color to green for the ground | 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.polygon("fill", objects.ground.body:getWorldPoints(objects.ground.shape:getPoints())) -- draw a "filled in" polygon using the ground's coordinates |
+ | |||
</source> | </source> | ||
− | And finally, we can draw the circle that represents the ball. | + | And finally, we can draw the circle that represents the ball and the blocks. |
<source lang="lua"> | <source lang="lua"> | ||
love.graphics.setColor(193, 47, 14) --set the drawing color to red for the ball | 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.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(50, 50, 50) -- set the drawing color to grey for the blocks | ||
+ | love.graphics.polygon("fill", objects.block1.body:getWorldPoints(objects.block1.shape:getPoints())) | ||
+ | love.graphics.polygon("fill", objects.block2.body:getWorldPoints(objects.block2.shape:getPoints())) | ||
+ | love.graphics.polygon("fill", objects.block3.body:getWorldPoints(objects.block3.shape:getPoints())) | ||
+ | love.graphics.polygon("fill", objects.block4.body:getWorldPoints(objects.block4.shape:getPoints())) | ||
end | end | ||
</source> | </source> | ||
Line 89: | Line 123: | ||
<source lang="lua"> | <source lang="lua"> | ||
function love.load() | function love.load() | ||
− | world = love.physics.newWorld(0, | + | love.physics.setMeter(64) --the height of a meter our worlds will be 64px |
− | + | world = love.physics.newWorld(0, 9.81*64, true) --create a world for the bodies to exist in with horizontal gravity of 0 and vertical gravity of 9.81 | |
− | + | ||
− | |||
objects = {} -- table to hold all our physical objects | objects = {} -- table to hold all our physical objects | ||
--let's create the ground | --let's create the ground | ||
objects.ground = {} | objects.ground = {} | ||
− | + | objects.ground.body = love.physics.newBody(world, 650/2, 650-50/2) --remember, the shape (the rectangle we create next) anchors to the body from its center, so we have to move it to (650/2, 650-50/2) | |
− | objects.ground.body = love.physics.newBody(world, 650/2, | + | objects.ground.shape = love.physics.newRectangleShape(0, 0, 650, 50) --anchor the shape to the body, and make it a width of 650 and a height of 50 |
− | objects.ground.shape = love.physics.newRectangleShape( | + | objects.ground.fixture = love.physics.newFixture(objects.ground.body, objects.ground.shape); --attach shape to body |
--let's create a ball | --let's create a ball | ||
objects.ball = {} | objects.ball = {} | ||
− | objects.ball.body = love.physics.newBody(world, 650/2, 650/2, | + | objects.ball.body = love.physics.newBody(world, 650/2, 650/2, "dynamic") --place the body in the center of the world and make it dynamic, so it can move around |
− | objects.ball.shape = love.physics.newCircleShape( | + | objects.ball.body:setMass(15); --give it a mass of 15 |
+ | objects.ball.shape = love.physics.newCircleShape(0, 0, 20) --the ball's shape has no offset from it's body and has a radius of 20 | ||
+ | objects.ball.fixture = love.physics.newFixture(objects.ball.body, objects.ball.shape, 1.0); --attach shape to body and give it a friction of 1.0 | ||
+ | objects.ball.fixture:setRestitution(0.9) --let the ball bounce | ||
+ | |||
+ | --let's create 4 blocks to play around | ||
+ | objects.block1 = {} | ||
+ | objects.block1.body = love.physics.newBody(world, 200, 550, "dynamic") | ||
+ | objects.block1.body:setMass(3000) --uff, very heavy block at the bottom | ||
+ | objects.block1.shape = love.physics.newRectangleShape(0, 0, 50, 100) | ||
+ | objects.block1.fixture = love.physics.newFixture(objects.block1.body, objects.block1.shape, 5) --with plenty of friction, will be hard to move around | ||
+ | objects.block2 = {} | ||
+ | objects.block2.body = love.physics.newBody(world, 200, 400, "dynamic") | ||
+ | objects.block2.body:setMass(300) | ||
+ | objects.block2.shape = love.physics.newRectangleShape(0, 0, 50, 100) | ||
+ | objects.block2.fixture = love.physics.newFixture(objects.block2.body, objects.block2.shape, 2) | ||
+ | |||
+ | objects.block3 = {} | ||
+ | objects.block3.body = love.physics.newBody(world, 200, 250, "dynamic") | ||
+ | objects.block3.body:setMass(200) | ||
+ | objects.block3.shape = love.physics.newRectangleShape(0, 0, 50, 100) | ||
+ | objects.block3.fixture = love.physics.newFixture(objects.block3.body, objects.block3.shape, 2) | ||
+ | |||
+ | objects.block4 = {} | ||
+ | objects.block4.body = love.physics.newBody(world, 200, 250, "dynamic") | ||
+ | objects.block4.body:setMass(200) | ||
+ | objects.block4.shape = love.physics.newRectangleShape(0, 0, 100, 50) | ||
+ | objects.block4.fixture = love.physics.newFixture(objects.block4.body, objects.block4.shape, 2) | ||
+ | |||
--initial graphics setup | --initial graphics setup | ||
love.graphics.setBackgroundColor(104, 136, 248) --set the background color to a nice blue | love.graphics.setBackgroundColor(104, 136, 248) --set the background color to a nice blue | ||
Line 127: | Line 188: | ||
function love.draw() | function love.draw() | ||
love.graphics.setColor(72, 160, 14) -- set the drawing color to green for the ground | 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.polygon("fill", objects.ground.body:getWorldPoints(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.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.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(50, 50, 50) -- set the drawing color to grey for the blocks | ||
+ | love.graphics.polygon("fill", objects.block1.body:getWorldPoints(objects.block1.shape:getPoints())) | ||
+ | love.graphics.polygon("fill", objects.block2.body:getWorldPoints(objects.block2.shape:getPoints())) | ||
+ | love.graphics.polygon("fill", objects.block3.body:getWorldPoints(objects.block3.shape:getPoints())) | ||
+ | love.graphics.polygon("fill", objects.block4.body:getWorldPoints(objects.block4.shape:getPoints())) | ||
end | end | ||
</source> | </source> |
Revision as of 15:28, 10 April 2012
In this example we will create a red ball that rolls around on a green ground.
The finished example is at the end of this page. All of these functions may be placed in one file: main.lua
We'll start in the love.load function.
love.load()
First we need to set up a world for the physics bodies to exist in.
function love.load()
love.physics.setMeter(64) --the height of a meter our worlds will be 64px
world = love.physics.newWorld(0, 9.81*64, true) --create a world for the bodies to exist in with horizontal gravity of 0 and vertical gravity of 9.81
Now that a world has been created, we can add bodies to it.
objects = {} -- table to hold all our physical objects
--let's create the ground
objects.ground = {}
objects.ground.body = love.physics.newBody(world, 650/2, 650-50/2) --remember, the shape (the rectangle we create next) anchors to the body from its center, so we have to move it to (650/2, 650-50/2)
objects.ground.shape = love.physics.newRectangleShape(0, 0, 650, 50) --anchor the shape to the body, and make it a width of 650 and a height of 50
objects.ground.fixture = love.physics.newFixture(objects.ground.body, objects.ground.shape); --attach shape to body
--let's create a ball
objects.ball = {}
objects.ball.body = love.physics.newBody(world, 650/2, 650/2, "dynamic") --place the body in the center of the world and make it dynamic, so it can move around
objects.ball.body:setMass(15); --give it a mass of 15
objects.ball.shape = love.physics.newCircleShape(0, 0, 20) --the ball's shape has no offset from it's body and has a radius of 20
objects.ball.fixture = love.physics.newFixture(objects.ball.body, objects.ball.shape, 1.0); --attach shape to body and give it a friction of 1.0
objects.ball.fixture:setRestitution(0.9) --let the ball bounce
--let's create 4 blocks to play around
objects.block1 = {}
objects.block1.body = love.physics.newBody(world, 200, 550, "dynamic")
objects.block1.body:setMass(3000) --uff, very heavy block at the bottom
objects.block1.shape = love.physics.newRectangleShape(0, 0, 50, 100)
objects.block1.fixture = love.physics.newFixture(objects.block1.body, objects.block1.shape, 5) --with plenty of friction, will be hard to move around
objects.block2 = {}
objects.block2.body = love.physics.newBody(world, 200, 400, "dynamic")
objects.block2.body:setMass(300)
objects.block2.shape = love.physics.newRectangleShape(0, 0, 50, 100)
objects.block2.fixture = love.physics.newFixture(objects.block2.body, objects.block2.shape, 2)
objects.block3 = {}
objects.block3.body = love.physics.newBody(world, 200, 250, "dynamic")
objects.block3.body:setMass(200)
objects.block3.shape = love.physics.newRectangleShape(0, 0, 50, 100)
objects.block3.fixture = love.physics.newFixture(objects.block3.body, objects.block3.shape, 2)
objects.block4 = {}
objects.block4.body = love.physics.newBody(world, 200, 250, "dynamic")
objects.block4.body:setMass(200)
objects.block4.shape = love.physics.newRectangleShape(0, 0, 100, 50)
objects.block4.fixture = love.physics.newFixture(objects.block4.body, objects.block4.shape, 2)
Now to wrap up the love.load function, let's set up the screen size and background color.
--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
Okay, that's enough for the initial set up of the physics engine. Now we need do edit the love.update() function.
love.update()
function love.update(dt)
world:update(dt) --this puts the world into motion
--here we are going to create some keyboard events
if love.keyboard.isDown("right") then --press the right arrow key to push the ball to the right
objects.ball.body:applyForce(400, 0)
elseif love.keyboard.isDown("left") then --press the left arrow key to push the ball to the left
objects.ball.body:applyForce(-400, 0)
elseif love.keyboard.isDown("up") then --press the up arrow key to set the ball in the air
objects.ball.body:setY(650/2)
end
end
Now that the world is updating, we can draw the ground and ball.
love.draw()
First, the ground.
function love.draw()
love.graphics.setColor(72, 160, 14) -- set the drawing color to green for the ground
love.graphics.polygon("fill", objects.ground.body:getWorldPoints(objects.ground.shape:getPoints())) -- draw a "filled in" polygon using the ground's coordinates
And finally, we can draw the circle that represents the ball and the blocks.
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(50, 50, 50) -- set the drawing color to grey for the blocks
love.graphics.polygon("fill", objects.block1.body:getWorldPoints(objects.block1.shape:getPoints()))
love.graphics.polygon("fill", objects.block2.body:getWorldPoints(objects.block2.shape:getPoints()))
love.graphics.polygon("fill", objects.block3.body:getWorldPoints(objects.block3.shape:getPoints()))
love.graphics.polygon("fill", objects.block4.body:getWorldPoints(objects.block4.shape:getPoints()))
end
There you have it! Put this file in a zip file, rename it to physics.love (or whatever), run it. And you'll have a ball rolling around in a lush green environment like I promised.
The main.lua
function love.load()
love.physics.setMeter(64) --the height of a meter our worlds will be 64px
world = love.physics.newWorld(0, 9.81*64, true) --create a world for the bodies to exist in with horizontal gravity of 0 and vertical gravity of 9.81
objects = {} -- table to hold all our physical objects
--let's create the ground
objects.ground = {}
objects.ground.body = love.physics.newBody(world, 650/2, 650-50/2) --remember, the shape (the rectangle we create next) anchors to the body from its center, so we have to move it to (650/2, 650-50/2)
objects.ground.shape = love.physics.newRectangleShape(0, 0, 650, 50) --anchor the shape to the body, and make it a width of 650 and a height of 50
objects.ground.fixture = love.physics.newFixture(objects.ground.body, objects.ground.shape); --attach shape to body
--let's create a ball
objects.ball = {}
objects.ball.body = love.physics.newBody(world, 650/2, 650/2, "dynamic") --place the body in the center of the world and make it dynamic, so it can move around
objects.ball.body:setMass(15); --give it a mass of 15
objects.ball.shape = love.physics.newCircleShape(0, 0, 20) --the ball's shape has no offset from it's body and has a radius of 20
objects.ball.fixture = love.physics.newFixture(objects.ball.body, objects.ball.shape, 1.0); --attach shape to body and give it a friction of 1.0
objects.ball.fixture:setRestitution(0.9) --let the ball bounce
--let's create 4 blocks to play around
objects.block1 = {}
objects.block1.body = love.physics.newBody(world, 200, 550, "dynamic")
objects.block1.body:setMass(3000) --uff, very heavy block at the bottom
objects.block1.shape = love.physics.newRectangleShape(0, 0, 50, 100)
objects.block1.fixture = love.physics.newFixture(objects.block1.body, objects.block1.shape, 5) --with plenty of friction, will be hard to move around
objects.block2 = {}
objects.block2.body = love.physics.newBody(world, 200, 400, "dynamic")
objects.block2.body:setMass(300)
objects.block2.shape = love.physics.newRectangleShape(0, 0, 50, 100)
objects.block2.fixture = love.physics.newFixture(objects.block2.body, objects.block2.shape, 2)
objects.block3 = {}
objects.block3.body = love.physics.newBody(world, 200, 250, "dynamic")
objects.block3.body:setMass(200)
objects.block3.shape = love.physics.newRectangleShape(0, 0, 50, 100)
objects.block3.fixture = love.physics.newFixture(objects.block3.body, objects.block3.shape, 2)
objects.block4 = {}
objects.block4.body = love.physics.newBody(world, 200, 250, "dynamic")
objects.block4.body:setMass(200)
objects.block4.shape = love.physics.newRectangleShape(0, 0, 100, 50)
objects.block4.fixture = love.physics.newFixture(objects.block4.body, objects.block4.shape, 2)
--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
end
function love.update(dt)
world:update(dt) --this puts the world into motion
--here we are going to create some keyboard events
if love.keyboard.isDown("right") then --press the right arrow key to push the ball to the right
objects.ball.body:applyForce(400, 0)
elseif love.keyboard.isDown("left") then --press the left arrow key to push the ball to the left
objects.ball.body:applyForce(-400, 0)
elseif love.keyboard.isDown("up") then --press the up arrow key to set the ball in the air
objects.ball.body:setY(650/2)
end
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.body:getWorldPoints(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(50, 50, 50) -- set the drawing color to grey for the blocks
love.graphics.polygon("fill", objects.block1.body:getWorldPoints(objects.block1.shape:getPoints()))
love.graphics.polygon("fill", objects.block2.body:getWorldPoints(objects.block2.shape:getPoints()))
love.graphics.polygon("fill", objects.block3.body:getWorldPoints(objects.block3.shape:getPoints()))
love.graphics.polygon("fill", objects.block4.body:getWorldPoints(objects.block4.shape:getPoints()))
end
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