new b5.Material(name){b5.Material}
A Material represents a physical material and is assigned to b5.Actor fixtures which modifies their behaviour within the physics engine. Generally a material should be added to either a b5.Scene or the global b5.App's resources so that it can be managed by them.
Example showing how to create a physics material
var material = new b5.Material("floor");
material.type = "static";
material.density = 1;
material.friction = 0.1;
material.restitution = 0.5;
For a complete overview of Resources see Booty5 Resources Overview
Name | Type | Description |
---|---|---|
name |
string |
Name of material resource |
Properties:
Name | Type | Description |
---|---|---|
parent |
b5.App | b5.Scene | Parent resource manager (internal) |
name |
string | Name of this image atlas resource |
type |
string | Type of physics material (static, dynamic or kinematic) |
density |
number | Material density, higher values make for heavier objects |
friction |
number | Material friction, lower values make objects more slippery |
restitution |
number | Material restitution, lower values make he object less bouncy |
gravity_scale |
number | Gravity scale, lower values lessen the affects of gravity on the object |
fixed_rotation |
boolean | Set to true to prevent objects from rotating |
is_bullet |
boolean | Set to true if fast moving object |
Returns:
Type | Description |
---|---|
b5.Material | The created material |
Methods
-
destroy()
resource/material.js, line 57 -
Removes the material from the scene / app and destroys it