Difference between revisions of "B2.World"
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The `b2.World` class manages all physics entities and dynamic simulation. It is possible to create and manage more than one `b2.World` instance.<br /> | The `b2.World` class manages all physics entities and dynamic simulation. It is possible to create and manage more than one `b2.World` instance.<br /> | ||
<br /> | <br /> | ||
+ | === Examples === | ||
+ | '''Creating Box2d body and moving Bitmap along the body'''<br/> | ||
+ | <source lang="lua">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)</source> | ||
+ | '''Detecting collisions between bodies'''<br/> | ||
+ | <source lang="lua">--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)</source> | ||
{|- | {|- | ||
| style="width: 50%;"| | | style="width: 50%;"| |
Revision as of 10:45, 23 August 2018
Supported platforms: android, ios, mac, pc
Available since: Gideros 2011.6
Description
The `b2.World` class inherits from the following class: `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 - |
EventsEvent.BEGIN_CONTACT Constants |