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Found 4 results

  1. Took me forever to figure this out so wanted to share so someone else doesn't have to take forever to figure this out! If you load in a R.U.B.E. generated Box2d scene, setting body.velocity.x or body.velocity.y will not work, nor will body.moveLeft(n), body.moveRight(n), body.moveUp(n) and body.moveDown(n). You have to set body.data.m_linearVelocity.x and body.data.m_linearVelocity.y instead.
  2. Hello, I'm converting a Box2D project from Flash and World Construction Kit to HTML5 using Phaser and R.U.B.E. and ran into something I'm not sure how to solve. I have round bodies that land on a kinematic body which is repositioned when the user clicks on it so that it flings them a little bit. Not quite like a catapult, but more like if you were on one end of a seesaw and you were lifted up quickly so you got some air. The bodies get air in the Flash version, but in the Phaser version they don't get any. I've attached videos to illustrate this. I checked all of my variables (density, friction, gravity, etc.) and didn't find any differences. I tried changing the position of the platform more quickly, but that didn't help. I have other cases where I lift up a square body quickly to fling a round body when it hits a sensor above it. In my Flash version I don't have to do anything but that, but in Phaser I also have to use applyForce(x, y) on the body to compensate for the lack of power. That's an easy fix for that case, but for this one I'm not sure how I would handle it. I suspect that World Construction Kit might be updating the linear and angular velocity of the platform when it is repositioned which might give it that extra kick. If that's the case and Phaser doesn't do this, I'll have to calculate and update those variables manually somehow. I'll dig into this deeper to see if this is what's up, but any insight would be much appreciated! videos.zip
  3. How can I attach a sprite to an existing body? I am loading in a world created using R.U.B.E., so I cannot simply create sprites and use game.physics.box2d.enable(sprite). I'm not seeing anything in any of the public or extra examples that come with the paid plugin. body.sprite = sprite doesn't work.
  4. I purchased both the Box2D plug-in and R.U.B.E. and I'm in the process of converting a Flash game to HTML5. One thing I'm stuck on is how to make a motorized wheel. I have a large wheel circle with a small gear circle in the center of it and I'm using a revoluteJoint with a motor. This does not spin the wheel: var wheel = levelScene.getBody('wheel');wheel.friction = 1;var gear = levelScene.getBody('gear');//bodyA, bodyB, ax, ay, bx, by, motorSpeed, motorTorque, motorEnabled, lowerLimit, upperLimit, limitEnabledgame.physics.box2d.revoluteJoint(wheel, gear, 0, 0, 0, 0, 3, 1000, true);Changing the revoluteJoint line to this spins the gear and wheel but the wheel just spins in place: game.physics.box2d.revoluteJoint(wheel, gear, 0, 0, 0, 0, 3, 1000, true, 1000000, 100000, true);Not sure why setting the upper and lower limits would cause it to spin or why it's not able to move across the static body it's resting on.Any ideas? What I'm trying to do is have a motorized wheel that never stops. I have both bodies set so sleeping is not allowed.
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