代码之家  ›  专栏  ›  技术社区  ›  anirudh

相位器3中的旋转约束

  •  0
  • anirudh  · 技术社区  · 6 年前

    我是新来的相位器和试图学习相位器3。 我需要一个项目的旋转约束。

    有使用box2d和p2物理的相位器2的例子,但是它们在相位器3中不起作用。

    我试着在文档中查找,但我认为它还没有完成。

    有谁能告诉我如何在相位器3中创建旋转约束(或销连接)。

    0 回复  |  直到 6 年前
        1
  •  0
  •   Mosè Raguzzini    5 年前

    看看这个例子 link 然后击中 运行代码 按钮:

    var config = {
        type: Phaser.AUTO,
        width: 800,
        height: 600,
        backgroundColor: '#1b1464',
        parent: 'phaser-example',
        physics: {
            default: 'matter'
        },
        scene: {
            preload: preload,
            create: create
        }
    };
    
    var game = new Phaser.Game(config);
    
    function preload ()
    {
        this.load.image('ball', 'assets/sprites/shinyball.png');
    }
    
    function create ()
    {
        this.matter.world.setBounds();
    
        //  Our two bodies which will be connected by a constraint (aka a Joint or a Spring)
    
        var ballA = this.matter.add.image(420, 100, 'ball', null, { shape: 'circle', friction: 0.005, restitution: 0.6 });
        var ballB = this.matter.add.image(400, 200, 'ball', null, { shape: 'circle', friction: 0.005, restitution: 0.6 });
    
        //  You can create a constraint between the two bodies using a Factory function.
        //  The value 100 is the resting length and 0.2 is the stiffness of the constraint.
    
        this.matter.add.constraint(ballA, ballB, 100, 0.2);
    
        //  To help those of you more used to the Box2D syntax you can use
        //  add.joint or add.spring instead (with the exact same parameters)
    
        // this.matter.add.spring(ballA, ballB, 100, 0.2);
        // this.matter.add.joint(ballA, ballB, 100, 0.2);
    
        //  Or you can create a native Matter constraint:
    
        // var constraint = Phaser.Physics.Matter.Matter.Constraint.create({
        //     bodyA: ballA.body,
        //     bodyB: ballB.body,
        //     length: 100,
        //     stiffness: 0.2
        // });
    
        //  Which you then have to add to the world yourself:
    
        // this.matter.world.add(constraint);
    
        this.matter.add.mouseSpring();
    }