Difference between revisions of "B2.Body"
m (Text replacement - "</source" to "</syntaxhighlight") |
m (Text replacement - "<source" to "<syntaxhighlight") |
||
Line 9: | Line 9: | ||
=== Examples === | === Examples === | ||
'''Creating Box2d body and moving Bitmap along the body''' | '''Creating Box2d body and moving Bitmap along the body''' | ||
− | < | + | <syntaxhighlight lang="lua"> |
require "box2d" | require "box2d" | ||
local world = b2.World.new(0, 10, true) | local world = b2.World.new(0, 10, true) |
Revision as of 16:55, 12 July 2023
Supported platforms:
Available since: Gideros 2011.6
Description
A rigid body created via B2.World:createBody.
Examples
Creating Box2d body and moving Bitmap along the body
require "box2d"
local world = b2.World.new(0, 10, true)
--create ball bitmap object from ball graphic
local ball = Bitmap.new(Texture.new("ball.png"))
--reference center of the ball for positioning
ball:setAnchorPoint(0.5,0.5)
ball:setPosition(100,100)
--get radius
local radius = ball:getWidth()/2
--create box2d physical object
local body = world:createBody{type = b2.DYNAMIC_BODY}
local circle = b2.CircleShape.new(0, 0, radius)
local fixture = body:createFixture{shape = circle, density = 1.0,
friction = 0.1, restitution = 0.2}
ball.body = body
--add to scene
stage:addChild(ball)
stage:addEventListener(Event.ENTER_FRAME, function()
-- edit the step values if required. These are good defaults!
world:step(1/60, 8, 3)
ball:setPosition(ball.body:getPosition())
ball:setRotation(math.rad(ball.body:getAngle()))
end)
Methodsb2.Body:applyAngularImpulse applies an angular impulse |
EventsConstants |