CreateEntity
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(Created page with '{{PhysicsMethod| physics:createEntity(bodyDefinition, x, y) | Creates and adds a new physics body to the physics object. | {{MethodParam|bodyDefinition|A table|The body definitio...')
(Created page with '{{PhysicsMethod| physics:createEntity(bodyDefinition, x, y) | Creates and adds a new physics body to the physics object. | {{MethodParam|bodyDefinition|A table|The body definitio...')
Latest revision as of 12:05, 7 February 2010
| physics:createEntity(bodyDefinition, x, y) | ||
| Creates and adds a new physics body to the physics object. | ||
| Parameter | Expected Type | Description | 
| bodyDefinition | A table | The body definition table, see below. | 
| x | A number | The entity's center X coordinate in world space, counted in meters. | 
| y | A number | The entity's center Y coordinate in world space, counted in meters. | 
| Returns | ||
| Returns the body identifier number (an integer). If something went horribly wrong (like, incorrect number of parameters), this method returns -1. | ||
Body Definition Table
The body definition table holds entity settings.
| Parameter | Expected Type | Description | 
| linearDamping | A number | How much the entity's linear velocity should be dampened. You can use this to simulate air friction. Defaults to 0. | 
| angularDamping | A number | How much the entity's angular speed should be dampened. You can use this to simulate friction. Defaults to 0. | 
| fixedRotation | A boolean | Set this to true if the entity isn't allowed to rotate at all. Defaults to false. | 
| isBullet | A boolean | Enables Box2D's special "bullet" physics. Defaults to false. | 
| allowSleep | A boolean | Set this to false if the entity is never allowed to enter sleeping state. This occurs if the entity is non-moving for a certain amount of time. Defaults to true. | 
Example
   local playerBodyDef = {
      linearDamping = 10,
      angularDamping = 1.5,
      fixedRotation = false,
      isBullet = false,
      allowSleep = false,
   }
   player.body = physics:createEntity(playerBodyDef, player.x * physResolution, player.y * physResolution)
				
								
								
												
			