Difference between revisions of "B2.World"
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=== Examples === | === Examples === | ||
'''Creating Box2d body and moving Bitmap along the body''' | '''Creating Box2d body and moving Bitmap along the body''' | ||
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require "box2d" | require "box2d" | ||
local world = b2.World.new(0, 10, true) | local world = b2.World.new(0, 10, true) | ||
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ball:setRotation(math.rad(ball.body:getAngle())) | ball:setRotation(math.rad(ball.body:getAngle())) | ||
end) | end) | ||
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'''Detecting collisions between bodies''' | '''Detecting collisions between bodies''' | ||
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--add collision event listener | --add collision event listener | ||
world:addEventListener(Event.BEGIN_CONTACT, function(e) | world:addEventListener(Event.BEGIN_CONTACT, function(e) | ||
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print(event.maxImpulse) | print(event.maxImpulse) | ||
end) | end) | ||
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{|- | {|- |
Latest revision as of 14:27, 13 July 2023
Supported platforms:
Available since: Gideros 2011.6
Inherits from: EventDispatcher
Description
The b2.World class inherits from EventDispatcher.
The b2.World class manages all physics entities and dynamic simulation. It is possible to create and manage more than one b2.World instance.
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)
Detecting collisions between bodies
--add collision event listener
world:addEventListener(Event.BEGIN_CONTACT, function(e)
--getting contact bodies
local fixtureA = e.fixtureA
local fixtureB = e.fixtureB
local bodyA = fixtureA:getBody()
local bodyB = fixtureB:getBody()
--do what you need with colliding bodies
end)
--add collision event listener
world:addEventListener(Event.END_CONTACT, function(e)
--getting contact bodies
local fixtureA = e.fixtureA
local fixtureB = e.fixtureB
local bodyA = fixtureA:getBody()
local bodyB = fixtureB:getBody()
--do what you need with colliding bodies
end)
--add collision event listener
world:addEventListener(Event.PRE_SOLVE, function(e)
--getting contact bodies
local fixtureA = e.fixtureA
local fixtureB = e.fixtureB
local bodyA = fixtureA:getBody()
local bodyB = fixtureB:getBody()
--do what you need with colliding bodies
end)
--add collision event listener
world:addEventListener(Event.POST_SOLVE, function(e)
--getting contact bodies
local fixtureA = e.fixtureA
local fixtureB = e.fixtureB
local bodyA = fixtureA:getBody()
local bodyB = fixtureB:getBody()
--do what you need with colliding bodies
--additionally get collision force
print(event.maxImpulse)
end)
Methodsb2.World.new creates a new physics world |
EventsEvent.BEGIN_CONTACT Constants |