Difference between revisions of "love.physics.newMouseJoint"
(Adding Constructs::Joint for consistency with Shapes.) |
(Update example to work in 0.8.0) |
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Line 22: | Line 22: | ||
function love.load() | function love.load() | ||
w=love.physics.newWorld(0,0,1000,1000) | w=love.physics.newWorld(0,0,1000,1000) | ||
− | b=love.physics.newBody(w,love.mouse. | + | b=love.physics.newBody(w,love.mouse.getX(),love.mouse.getY(),"dynamic") |
− | s=love.physics.newCircleShape( | + | s=love.physics.newCircleShape(20) |
− | b | + | f=love.physics.newFixture(b, s) |
j=love.physics.newMouseJoint(b,love.mouse.getPosition()) | j=love.physics.newMouseJoint(b,love.mouse.getPosition()) | ||
end | end |
Revision as of 14:57, 28 April 2013
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()
w=love.physics.newWorld(0,0,1000,1000)
b=love.physics.newBody(w,love.mouse.getX(),love.mouse.getY(),"dynamic")
s=love.physics.newCircleShape(20)
f=love.physics.newFixture(b, s)
j=love.physics.newMouseJoint(b,love.mouse.getPosition())
end
function love.draw()
love.graphics.circle("fill",b:getX(),b:getY(),s:getRadius(),20)
end
function love.update(dt)
j:setTarget(love.mouse.getPosition())
w:update(dt)
end
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