Difference between revisions of "B2.World:step"

From GiderosMobile
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b2.World:step(timeStep,velocityIterations,positionIterations)
 
b2.World:step(timeStep,velocityIterations,positionIterations)
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=== <translate>Parameters</translate> ===
 
=== <translate>Parameters</translate> ===
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ball:setRotation(math.rad(ball.body:getAngle()))
 
ball:setRotation(math.rad(ball.body:getAngle()))
 
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{{B2.World}}
 
{{B2.World}}

Latest revision as of 15:27, 13 July 2023


Available since: Gideros 2011.6
Class: b2.World

Description

Takes a time step. This performs collision detection, integration, and constraint solution.

b2.World:step(timeStep,velocityIterations,positionIterations)

Parameters

timeStep: (number) the amount of time to simulate, this should not vary
velocityIterations: (number) for the velocity constraint solver
positionIterations: (number) for the position constraint solver

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)





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