CreateEntity
From OxeyeWiki
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physics:createEntity(bodyDefinition, x, y) | ||
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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 | ||
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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)