Connects two bodies at given offset points, letting them rotate relative to each other around this point.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
world | Phaser.Physics.P2 | A reference to the P2 World. | ||
bodyA | p2.Body | First connected body. | ||
bodyB | p2.Body | Second connected body. | ||
lockRotation | boolean | <optional> | true | If set to false, bodyB will be free to rotate around its anchor point. |
anchorA | Array | <optional> | Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32]. | |
anchorB | Array | <optional> | Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32]. | |
axis | Array | <optional> | An axis, defined in body A frame, that body B's anchor point may slide along. The value is an array with 2 elements matching x and y, i.e: [32, 32]. | |
maxForce | number | <optional> | The maximum force that should be applied to constrain the bodies. |
Local reference to game.
Local reference to P2 World.
© 2016 Richard Davey, Photon Storm Ltd.
Licensed under the MIT License.
http://phaser.io/docs/2.6.2/Phaser.Physics.P2.PrismaticConstraint.html