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AngleJoint without motion

Topics: User Forum
Nov 1, 2007 at 11:59 PM

I'm playing around with the spider from the demo that comes with the engine.
I'm using it in small game where there is a possibility that the spider's arms can become longer. But when the spider is close to the edge (I also use the borders from the demo), one of the spider arms can get caught outside of the screen (on the wrong side of the border)

I think the reason is that the spider arms (even when in closed state) is loaded like this:

(o is joints and 0 is main body)

and then the angle is applied. This is a issue I would like to prevent, so do you guy's have any ideas? is there any way of loading the bodies with the angle without the "motion" from the open (illustated above) state to the closed state?
Nov 2, 2007 at 12:26 AM
yes, it was just easier to figure out the starting positions and angles if they were all in a line. To start in the other state you will need to figure the angles and positions out your self.

Or you could cheat and load it as above but with collision disabled, then close it and enable collision.