Integrates Planck-js physics with Phaser3.
npm install phaser3-planck
You can install the latest version of phaser3-planck with your package manager.
```
npm install -S phaser3-planck
First, import the package and update your global game configuration to include the plugin.
`js`
import PhaserPlanck from 'phaser3-planck'`js
const config = {
type: Phaser.AUTO,
width: 640,
height: 480,
plugins: {
scene: [
{ key: 'PhaserPlanck', plugin: PhaserPlanck, mapping: 'planck' }
]
},
physics: {
planck: {
debug: false,
scaleFactor: 30,
gravity: {
x: 0,
y: 3
}
}
},
scene: []
};
new Phaser.Game(config);
`
You can create different bodies in your scene using the following syntax:
`js
// Box
const box = this.planck.add.sprite(0, 0, 'boxSprite')
box.setBody('box')
// Circle
const circle = this.planck.add.sprite(0,0,'circleSprite')
// Polygon
const polygon = this.planck.add.sprite(0, 0, 'polygonSprite')
polygon.setBody('polygon', {
points: [[0,64],[64, 64], [64, 0]]
})
// Edge (Line)
const edge = this.planck.add.sprite(0,0,'edgeSprite')
edge.setBody('edge', {
x1: 100,
y1: 100,
x2: 300,
y2: 200
})
``
Important:
When using native Planck methods (on sprite.body), you must pass metric values. Sprite values are converted automatically from metric to screen coordinates within their preUpdate method. We include some convenience methods (listed below) that accept screen coordinates, which are then converted to metric. These methods can be used directly on the sprite class.
___
##### .setPosition (x, y)
Updates the position of the sprite
##### .getPosition ()
Returns the position (in screen coordinates) of the sprite
##### .setRotation (radians)
Updates the rotation of the sprite (accepts radians)
##### .getRotation ()
Returns the rotation (in radians) of the sprite
##### .setStatic ()
Sets the current sprite body to static (will not be affected by gravity). Static bodies can still be transformed
##### .setDynamic ()
Sets the current sprite body to dynamic (will be affected by gravity). Bodies are dynamic by default.
##### .setSensor ()
Sets the current sprite body behavior to 'sensor'. Sensors will not collide with other bodies, but will still fire collision events
##### .isSensor ()
Returns true if the current body is a sensor
___
#### Joints
| Type | Status |
|--|--|
| Distance | ✔️ |
| Friction | |
| Gear | |
| Motor | |
| Mouse | |
| Prismatic | |
| Pulley | |
| Revolute | ✔️ |
| Rope | |
| Weld | |
| Wheel | |
#### Other
| Type | Status |
|--|--|
| Sensors | ✔️ |
| Conveyers | ✔️ |
| One-way Platforms | |
You are welcome to contact me on:
* Discord: notchris#4207
* IRC (Freenode): notchris