love.physics.newMouseJoint
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
MouseJoint 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
Other Languages
Dansk –
Deutsch –
English –
Español –
Français –
Indonesia –
Italiano –
Lietuviškai –
Magyar –
Nederlands –
Polski –
Português –
Română –
Slovenský –
Suomi –
Svenska –
Türkçe –
Česky –
Ελληνικά –
Български –
Русский –
Српски –
Українська –
עברית –
ไทย –
日本語 –
正體中文 –
简体中文 –
Tiếng Việt –
한국어
More info