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Found 2 results

  1. hi guys, How can I disable distanceJoint from a created sprite ?? I need to create a game similar to Tower Bloxx, Help Please.
  2. Hi! I am new to phaser.io and Box2D. I need s.th. like the Angry Birds Catapult, so i decided to use Box2Ds Distance Joint. My questions: 1.) Is it possible to draw a texture over the Joint itself? I need an arm that througs s.th. 2.) In the sample below, i want to remove the Joint by detecting the collision between spriteA and spriteB. Do i have to use the following method? setFixtureContactCallback(fixture, callback, callbackContext)Can s.o. explain me what the "fixture" is? In my example there is a hex number instead of s.th. // A callback to match world boundary contactsship.body.setCategoryPostsolveCallback(0x8000, callback, this); 3.) I want the camera to follow Sprite B until it hits the bottom. Can so. help me with that? <!doctype html><html> <head> <meta charset="UTF-8" /> <title>Phaser Box2D Example</title> <script src="js/phaser-arcade-physics.min.js" type="text/javascript"></script> <script src="js/box2d-plugin-full.min.js" type="text/javascript"></script> </head> <body> <script type="text/javascript">/*** @author Chris Campbell <[email protected]>* @author Richard Davey <[email protected]>* @copyright 2015 Photon Storm Ltd.* @license {@link http://choosealicense.com/licenses/no-license/|No License}* * @description This example requires the Phaser Box2D Plugin to run.* For more details please see http://phaser.io/shop/plugins/box2d*/var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });function preload() { game.load.image('a', 'assets/sprites/a.png'); game.load.image('b', 'assets/sprites/b.png');}var codeCaption;var bodyAs = [];function create() { game.stage.backgroundColor = '#124184'; // Enable Box2D physics game.physics.startSystem(Phaser.Physics.BOX2D); game.physics.box2d.debugDraw.joints = true; game.physics.box2d.gravity.y = 500; // Simple case with joint anchors at the center of each sprite, and // using the position of the sprites to determine the joint length. // This case uses all parameters. The joint anchor is offset in each body. { // Static box var spriteA = game.add.sprite(200, 200, 'a'); game.physics.box2d.enable(spriteA); spriteA.body.static = true; // Dynamic box var spriteB = game.add.sprite(300, 200, 'b'); game.physics.box2d.enable(spriteB); //bodyA, bodyB, length, ax, ay, bx, by, frequency, damping game.physics.box2d.distanceJoint(spriteA, spriteB, 20, 0, 0, 20, 20, 2, 0.01); bodyAs.push(spriteA.body); } // Set up handlers for mouse events game.input.onDown.add(mouseDragStart, this); game.input.addMoveCallback(mouseDragMove, this); game.input.onUp.add(mouseDragEnd, this); game.add.text(5, 5, 'Distance joint. Click to start.', { fill: '#ffffff', font: '14pt Arial' }); game.add.text(5, 25, 'Mouse over bodyA to see the code used to create the joint.', { fill: '#ffffff', font: '14pt Arial' }); codeCaption = game.add.text(5, 50, 'Parameters: bodyA, bodyB, length, ax, ay, bx, by, frequency, damping', { fill: '#dddddd', font: '10pt Arial' }); codeCaption = game.add.text(5, 65, '', { fill: '#ccffcc', font: '14pt Arial' }); // Start paused so user can see how the joints start out game.paused = true; game.input.onDown.add(function(){game.paused = false;}, this);}function mouseDragStart() { game.physics.box2d.mouseDragStart(game.input.mousePointer); }function mouseDragMove() { game.physics.box2d.mouseDragMove(game.input.mousePointer); }function mouseDragEnd() { game.physics.box2d.mouseDragEnd(); }function update() { if (bodyAs[0].containsPoint(game.input.mousePointer)) { codeCaption.text = 'game.physics.box2d.distanceJoint(spriteA, spriteB)'; } else { codeCaption.text = ''; } }function render() { // update will not be called while paused, but we want to change the caption on mouse-over if (game.paused) { update(); } game.debug.box2dWorld(); } </script> </body></html>
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