Difference between revisions of "love.physics.newMouseJoint"

(Update example to work in 0.8.0)
(Examples: Cleaned up example code)
Line 21: Line 21:
 
<source lang="lua">
 
<source lang="lua">
 
function love.load()
 
function love.load()
  w=love.physics.newWorld(0,0,1000,1000)
+
    world = love.physics.newWorld(0, 0)
  b=love.physics.newBody(w,love.mouse.getX(),love.mouse.getY(),"dynamic")
+
    body = love.physics.newBody(world, love.mouse.getX(), love.mouse.getY(), "dynamic")
  s=love.physics.newCircleShape(20)
+
    shape = love.physics.newCircleShape(20)
  f=love.physics.newFixture(b, s)
+
    fixture = love.physics.newFixture(body, shape)
  j=love.physics.newMouseJoint(b,love.mouse.getPosition())
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    joint = love.physics.newMouseJoint(body, love.mouse.getPosition())
 
end
 
end
  
 
function love.draw()
 
function love.draw()
  love.graphics.circle("fill",b:getX(),b:getY(),s:getRadius(),20)
+
    love.graphics.circle("fill", body:getX(), body:getY(), shape:getRadius())
 
end
 
end
  
 
function love.update(dt)
 
function love.update(dt)
  j:setTarget(love.mouse.getPosition())
+
    joint:setTarget(love.mouse.getPosition())
  w:update(dt)
+
    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.

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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