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.
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.
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.
Type:
-
number
Methods
getSpriteAt(x, y) → {Sprite}
Returns the sprite at the top most layer position where
the mouse click occurs
Parameters:
Name | Type | Description |
---|---|---|
x |
Number
|
|
y |
Number
|
getSpritesAt(x, y) → {Array}
Returns the sprites at a position.
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.
Parameters:
Name | Type | Description |
---|---|---|
timeStep |
Number
|
time step in seconds |
velocityIterations |
Number
|
|
positionIterations |
Number
|