Difference between revisions of "love.physics.newMouseJoint"

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Create a joint between a body and the mouse.
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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).
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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 ==
 
== Function ==
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* [[parent::love.physics]]
 
[[Category:Functions]]
 
[[Category:Functions]]
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{{#set:Description=Create a joint between a body and the mouse.
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Revision as of 16:17, 14 February 2010

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()
  w=love.physics.newWorld(1000,1000)
  b=love.physics.newBody(w,love.mouse.getPosition())
  s=love.physics.newCircleShape(b,0,0,20)
  b:setMassFromShapes()
  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

See Also