World

World

new World()

Look at the World reference pages before reading these docs. A `world` object is created automatically by p5play. There can only be one world per p5.js instance. This class extends `planck.World` and adds some p5play specific features.
Source:

Members

allowSleeping :Boolean

"Sleeping" sprites get temporarily ignored during physics simulation. A sprite starts "sleeping" when it stops moving and doesn't collide with anything that it wasn't already touching. This is an important performance optimization that you probably shouldn't disable for every sprite in the world.
Default Value:
  • true
Source:
Type:
  • Boolean

gravity :Object

Gravity force vector that affects all dynamic physics colliders.
Properties:
Name Type Description
x Number
y Number
Default Value:
  • { x: 0, y: 0 }
Source:
Type:
  • Object

velocityThreshold :Number

The lowest velocity an object can have before it is considered to be at rest. Adjust the velocity threshold to allow for slow moving objects but don't have it be too low, or else objects will never sleep, which will hurt performance.
Default Value:
  • 0.19
Source:
Type:
  • Number

Methods

getSpriteAt(x, y, groupopt) → {Sprite}

Returns the sprite at the specified position on the top most layer. Optionally you can specify a group to search.
Source:
Parameters:
Name Type Attributes Description
x Number
y Number
group Group <optional>
the group to search
Returns:
Type:
Sprite
a sprite

getSpritesAt(x, y, groupopt, cameraActiveWhenDrawnopt) → {Array:.<Sprite:>}

Returns the sprites at a position, ordered by layer. Optionally you can specify a group to search.
Source:
Parameters:
Name Type Attributes Description
x Number
y Number
group Group <optional>
the group to search
cameraActiveWhenDrawn Boolean <optional>
if true, only sprites that were drawn when the camera was active will be returned
Returns:
Type:
Array:.<Sprite:>
an array of sprites

resize(w, h)

Resizes the world to the given width and height and resets the origin. Used when the canvas is created or resized.
Source:
Parameters:
Name Type Description
w Number
h Number

step(timeStep, velocityIterations, positionIterations)

Performs a physics simulation step that advances all sprites' forward in time by 1/60th of a second if no timeStep is given. This function is automatically called at the end of the p5.js draw loop, unless it was already called inside the draw loop.
Source:
Parameters:
Name Type Description
timeStep Number time step in seconds
velocityIterations Number
positionIterations Number