Constructors

Fields Summary

PhysicsObject.active
Whether the physics object is active. Inactive objects are not simulated and cannot be collided with.

PhysicsObject.allowSleeping
Whether this object should be allowed to sleep. Objects are set to sleep when resting on other objects, to speed up the simulation.

PhysicsObject.angularDamping
The amount of damping (reduction in velocity) that is caused by angular motion. Usually between 0 and 1 (0 by default).

PhysicsObject.bodyType
The type of physics body. This is 'static' by default, indicating an immovable object. It can also be 'dynamic' or 'kinematic'

PhysicsObject.bullet
Whether the object is a bullet (a fast-moving object), which implies that it needs continuous collision detection to avoid going through objects

PhysicsObject.fixedRotation
Whether this object should only translate and never rotate.

PhysicsObject.gravityScale
A number to multiply the effect of gravity on this body. Setting this to 0 means that the object is not affected by gravity.

PhysicsObject.linearDamping
The amount of damping (reduction in velocity) that is caused by linear motion. Usually between 0 and 1 (0 by default).

Functions Summary

PhysicsObject.addFixture (fData)
Add a fixture to the physics body. A fixture is a convex shape with physics properties, and each physics body can have any number of fixtures.

PhysicsObject.addMouseJoint (offset)
Add a mouse joint. A mouse joint is a target point that the object will try to follow when possible.

PhysicsObject.applyForce (force, power, offset)
applyForce

PhysicsObject.applyImpulse (impulse, power, offset)
applyImpulse

PhysicsObject.applyTorque (torque)
applyTorque

PhysicsObject.draw_ (color, originalDraw)
Get a debug draw function that shows the physics object using vector graphics. It currently only works for circle shapes.

PhysicsObject.getFixtureList ()
Get a list of fixtures attached to this object

PhysicsObject.getJointList ()
Get a list of joints attached to this object

PhysicsObject.isAwake ()
Check whether the physics object is awake or not. Objects can be not awake when they're resting on top of other objects, to improve the performance of the simulation

PhysicsObject.removeFixture (fixture)
removeFixture Remove a fixture

PhysicsObject.removeMouseJoint (joint)
Remove a mouse joint from this object

PhysicsObject.setAwake (value)
Set a physics object as awake or not. Objects can be not awake when they're resting on top of other objects, to improve the performance of the simulation

PhysicsObject.updateMouseJoint (joint, pos)
Update the position of the target point for a mouse joint

Fields Details

PhysicsObject.active
Whether the physics object is active. Inactive objects are not simulated and cannot be collided with.

PhysicsObject.angularDamping
The amount of damping (reduction in velocity) that is caused by angular motion. Usually between 0 and 1 (0 by default).

PhysicsObject.bodyType
The type of physics body. This is 'static' by default, indicating an immovable object. It can also be 'dynamic' or 'kinematic'

PhysicsObject.fixedRotation
Whether this object should only translate and never rotate.

PhysicsObject.gravityScale
A number to multiply the effect of gravity on this body. Setting this to 0 means that the object is not affected by gravity.

PhysicsObject.linearDamping
The amount of damping (reduction in velocity) that is caused by linear motion. Usually between 0 and 1 (0 by default).

Function Details

object fData : The fixture data for the fixture to add to this body. The data structure is as follows - please refer to the box2d documentation for a full explanation of each parameter:


density: number

filter: {categoryBits: number, groupIndex: number, maskBits: number}

friction: number

isSensor: number

restitution: number

offset: {x: number, y: number, ang: number}

shapeType: string (valid values are 'edge', 'chain', 'loopChain', 'box', 'circle', 'polygon')

vertices: [{x: number, y: number}]

Returns object : The fixture object. This can later be used to remove a fixture through removeFixture().

PhysicsObject.addMouseJoint (offset)
Add a mouse joint. A mouse joint is a target point that the object will try to follow when possible.

{x: number, y: number} offset (optional): The point in object-space that will try to track the target point.

Returns : A mouse joint object

PhysicsObject.applyForce (force, power, offset)
applyForce

Apply a force to a box2d body

As this uses a normalized vector, do not convert the force using wadeToBox.

However, since the y axis are reversed in wade vs box2d, multiply the force.y by -1

object force : a vector with x and y parameters designating the direction of the force

number power : a number to multiply the bodies mass by to generate the total power

object offset : a vector with x and y parameters designating the offset point at which to apply the force

PhysicsObject.applyImpulse (impulse, power, offset)
applyImpulse

Apply an impulse to a box2d body

As this uses a normalized vector, do not convert the impulse using wadeToBox.

However, since the y axis are reversed in wade vs box2d, multiply the impulse.y by -1

object impulse : a vector with x and y parameters designating the direction of the impulse

number power : a number to multiply the bodies mass by to generate the total power

object offset : a vector with x and y parameters designating the offset point at which to apply the impulse

PhysicsObject.applyTorque (torque)
applyTorque

Apply a torque to the body in newton-meters

Affects the angular velocity but not the linear velocity

{number) : torque the amount of torque to apply in newton*meters

string color (optional): The color to use to draw the silhouette of the physics object. Default is 'green'.

function originalDraw (optional): A draw function to call after drawing the silhouette of the physics object.

Returns function : A draw function to use with Sprite.setDrawFunction()

PhysicsObject.getFixtureList ()
Get a list of fixtures attached to this object

Returns Array : An array of fixtures attached to this physics body

PhysicsObject.getJointList ()
Get a list of joints attached to this object

Returns Array : an array of joint objects attached to this body

Returns boolean : Whether the physics object is awake

PhysicsObject.removeFixture (fixture)
removeFixture Remove a fixture

object fixture : The fixture object to remove from this physics body, as previously returned by a call to createFixture

PhysicsObject.removeMouseJoint (joint)
Remove a mouse joint from this object

object joint (optional): The joint object to remove. If omitted, the first mouse joint will be removed.

boolean value : Whether the physics object should be awake

PhysicsObject.updateMouseJoint (joint, pos)
Update the position of the target point for a mouse joint

object joint (optional): The joint object to update, as previously returned by a call to addMouseJoint(). It can be omitted, in which case the first mouse joint will be used.

{x: number, y: number} pos : The new position of the target point