Developer   API   Game Development   Box2D   PhysicsScene

  •  Config(0)
  •  Properties(5)
  •  Methods(26)
  •  Events(2)

PhysicsScene

This class is made up to the native b2World class. It manages basic world properties and functions.

Properties

  • autoClearForces : Boolean
    Flag to control automatic clearing of forces after each time step. By default it is set to true.
  • clearForces
    Manually clear the force buffer on all bodies. By default, forces are cleared automatically after each call to Step.
  • native : b2World
    Instance of native b2World.
  • scale : Float
    Value represent scale of box2d world against screen resolution.
  • world : b2World
    Physics world, b2World native instance.

Methods

  • addCircleBody(image, bodyTypeSym, density, friction, bounce, radius) : PhysicsBody
    Add circle Body.
  • addPolygonBody(image, bodyTypeSym, density, friction, bounce, width, height) : PhysicsBody
    Add polygon Body.
  • create(gx, gy,options = {}) : PhysicsScene
    Factory to create object.
  • createDistanceJoint( bodyA, bodyB, anchorAx, anchorAy, anchorBx, anchorBy, jointDef, collideConnected) : b2DistanceJoint
    A mouse joint is used to make a point on a body track a specified world point.
  • createFrictionJoint(bodyA, bodyB, x, y, jointDef, collideConnected) : b2FrictionJoint
    The friction joint is used for top-down friction. The joint provides 2D translational friction and angular friction.
  • createGearJoint(bodyA, bodyB, joint1, joint2, ratio, collideConnected) : b2GearJoint
    If you want to create a sophisticated mechanical contraption you might want to use gears. Gear joint connects two other types of joints and move them with set ratio.
  • createLineJoint(bodyA, bodyB, anchorX, anchorY , axisX, axisY, jointDef , collideConnected) : b2LineJoint
    This joint provides two degrees of freedom: translation along an axis fixed in body1 and rotation in the plane.
  • createMouseJoint(bodyA, bodyB, jointDef, collideConnected) : b2MouseJoint
    A mouse joint is used to make a point on a body track a specified world point.
  • createPrismaticJoint(bodyA, bodyB, anchorX, anchorY , axisX, axisY, referenceAngle, jointDef, collideConnected) : b2PrismaticJoint
    A prismatic joint allows for relative translation of two bodies along a specified axis.
  • createPulleyJoint( bodyA, bodyB, groundAnchorAX, groundAnchorAY, groundAnchorBX, groundAnchorBY, anchorAX, anchorAY, anchorBX, anchorBY, ratio , collideConnected ) : b2PulleyJoint
    The pulley joint is connected to two bodies and two fixed ground points.
  • createRevoluteJoint(bodyA, bodyB, x, y, jointDef, collideConnected) : b2RevoluteJoint
    A mouse joint is used to make a point on a body track a specified world point.
  • createWeldJoint( bodyA, bodyB, anchorX, anchorY, collideConnected ) : b2WeldJoint
    A weld joint essentially glues two bodies together. It may distort somewhat because the island constraint solver is approximate.
  • destroyBody(body)
    Destroy body and remove from bodies array.
  • destroyJoint(joint) : b2WeldJoint
    Destroy Joint.
  • doDebugDraw(canvas)
    Draw physics scene, in debug mode
  • draw(canvas)
    Draw physics scene
  • getBody(body) : PhysicsBody
    Get body from bodies array
  • getBodyCount() : Integer
    Get the number of bodies.
  • getContactCount() : Integer
    Get the number of contacts (each may have 0 or more contact points).
  • getGravity() : Multivalue
    Get the global gravity.
  • getJointCount() : Integer
    Get the number of joints.
  • getProxyCount() : Integer
    Get the number of broad-phase proxies.
  • setContinuousPhysics(flag)
    Enable/disable continuous physics. For testing purposes.
  • setGravity(gx, gy) : Multivalue
    Set the global gravity
  • setWarmStarting(flag)
    Enable/disable warm starting. For testing purposes.
  • step(timeStep = 1.0/40.0, velocityIterations = 4, positionIterations = 8)
    Take a time step. This performs collision detection, integration, and constraint solution.

Events

  • onBeginContact : Function
    Event to be called, when two bodies collide.
  • onEndContact : Function
    Event to be called, when contact ends.