Difference between revisions of "love.physics.newBody"
(More words.) |
(Added warning to not call during callbacks) |
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Creates a new body. | Creates a new body. | ||
− | There are three types of bodies. Static bodies do not move, have a infinite mass, and can be used for level boundaries. Dynamic bodies are the main actors in the simulation, they collide with everything. Kinematic bodies do not react to forces and only collide with dynamic bodies. | + | There are three types of bodies. |
+ | * Static bodies do not move, have a infinite mass, and can be used for level boundaries. | ||
+ | * Dynamic bodies are the main actors in the simulation, they collide with everything. | ||
+ | * Kinematic bodies do not react to forces and only collide with dynamic bodies. | ||
The mass of the body gets calculated when a [[Fixture]] is attached or removed, but can be changed at any time with [[Body:setMass]] or [[Body:resetMassData]]. | The mass of the body gets calculated when a [[Fixture]] is attached or removed, but can be changed at any time with [[Body:setMass]] or [[Body:resetMassData]]. | ||
+ | |||
+ | {{notice|Making changes to a [[World]] is not allowed inside of the [[beginContact]], [[endContact]], [[preSolve]], and [[postSolve]] callback functions, as BOX2D locks the world during these callbacks.}} | ||
== Function == | == Function == | ||
− | {{newin|[[0.8.0]]|type=variant}} | + | {{newin|[[0.8.0]]|080|type=variant}} |
=== Synopsis === | === Synopsis === | ||
<source lang="lua"> | <source lang="lua"> | ||
Line 20: | Line 25: | ||
== Function == | == Function == | ||
− | {{oldin|[[0.8.0]]|type=variant}} | + | {{oldin|[[0.8.0]]|080|type=variant}} |
=== Synopsis === | === Synopsis === | ||
<source lang="lua"> | <source lang="lua"> |
Revision as of 07:46, 14 October 2018
Creates a new body.
There are three types of bodies.
- Static bodies do not move, have a infinite mass, and can be used for level boundaries.
- Dynamic bodies are the main actors in the simulation, they collide with everything.
- Kinematic bodies do not react to forces and only collide with dynamic bodies.
The mass of the body gets calculated when a Fixture is attached or removed, but can be changed at any time with Body:setMass or Body:resetMassData.
Making changes to a World is not allowed inside of the beginContact, endContact, preSolve, and postSolve callback functions, as BOX2D locks the world during these callbacks. |
Contents
Function
Available since LÖVE 0.8.0 |
This variant is not supported in earlier versions. |
Synopsis
body = love.physics.newBody( world, x, y, type )
Arguments
World world
- The world to create the body in.
number x (0)
- The x position of the body.
number y (0)
- The y position of the body.
BodyType type ("static")
- The type of the body.
Returns
Body body
- A new body.
Function
Removed in LÖVE 0.8.0 |
This variant is not supported in that and later versions. |
Synopsis
body = love.physics.newBody( world, x, y, m, i )
Arguments
World world
- The world to create the body in.
number x (0)
- The x position of the body.
number y (0)
- The y position of the body.
number m (0)
- The mass of the body.
number i (0)
- The rotational inertia of the body.
Returns
Body body
- A new body.
See Also
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