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 a performance optimization that can be disabled for every sprite in the world.
Default Value:
  • true
Source:
Type:
  • Boolean

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.
Default Value:
  • 0.19
Source:
Type:
  • number

Methods

getSpriteAt(x, y) → {Sprite}

Returns the sprite at the top most layer position where the mouse click occurs
Source:
Parameters:
Name Type Description
x Number
y Number
Returns:
Type:
Sprite
a sprite

getSpritesAt(x, y) → {Array}

Returns the sprites at a position.
Source:
Parameters:
Name Type Description
x Number
y Number
Returns:
Type:
Array
an array of sprites

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