This guide discusses how to create Box2D physical bodies in your Corona app, including polygonal and
The physics world is based on the interactions of physical bodies. Corona treats these physical bodies as an extension of its graphics objects. These bodies can be bound to Corona display objects in a
Standard object read/write attributes like x
, y
, and rotation
should continue to work normally on physical bodies. However, if the object's bodyType
is dynamic, the physics engine may "fight back" against your attempts to move the object manually, since it may be under the constant effect of gravity or other forces.
A display object with a physical body can be deleted in the usual way, using either object:removeSelf() or display.remove(). In this case, it will be removed from both the visible screen and the physical simulation (the physical body data will be destroyed). Alternatively, you can use physics.removeBody() to remove just the physical body while retaining the core display object on screen. See Destroying Objects for more details and an important note regarding collisions.
All physical bodies in Corona are created with the physics.addBody() function. This allows you to turn any Corona display object into a simulated physical object with just one line of code, including the assignment of physical properties.
physics.addBody( object, { properties } )
All physical bodies possess three core properties, and each can be defined as a key-value pair in the properties table. These properties are optional and the default values will apply unless otherwise specified.
density
is multiplied by the area of the body's shape to determine its mass. This parameter is based on a standard value of 1.0
for water, so materials that are lighter than water (such as wood) have a density below 1.0
, and heavier materials (such as stone) have a density greater than 1.0
. However, feel free to set density values to whatever feels right for your simulation, since overall object behavior will also depend on the gravity and 1.0
.
friction
may be any non-negative value. A value of 0
means no friction and 1.0
means fairly strong friction. The default value is 0.3
.
bounce
is the Box2D property known as "restitution," and it determines how much of an object's velocity is returned after a collision. Values greater than 0.3
are fairly "bouncy," and an object with a bounce value of 1.0
will rebound forever — for example, if the object is dropped to the ground, it will bounce back up to approximately the height from which it was dropped. Bounce values higher than 1.0
are valid, and they will actually gain velocity with each collision. The default value is 0.2
, which is slightly bouncy.
--examples: local crate = display.newImage( "crate.png", 100, 200 ) physics.addBody( crate, { density=1.0, friction=0.3, bounce=0.2 } ) local balloon = display.newImage( "balloon.png", 200, 200 ) physics.addBody( balloon, { density=0.1, friction=0.1, bounce=0.4 } )
Note that a pre-declared table of physical attributes can be used multiple times:
local crate1 = display.newImage( "crate1.png", 100, 200 ) local crate2 = display.newImage( "crate2.png", 180, 280 ) local crateMaterial = { density=1.0, friction=0.3, bounce=0.2 } physics.addBody( crate1, crateMaterial ) physics.addBody( crate2, crateMaterial )
Physical bodies can be one of three types: dynamic, static, or kinematic.
Dynamic bodies are fully simulated. They can be moved manually in code, but normally they move according to forces like gravity or reactionary collision forces. This is the default body type for physical objects in Box2D. Dynamic bodies can collide with all body types.
Static bodies does not move under simulation and they behave as if they have infinite mass. Static bodies can be moved manually by the user, but they do not accept the application of velocity. Static bodies collide only with dynamic bodies, not with other static bodies or kinematic bodies.
Kinematic bodies move under simulation only according to their velocity. Kinematic bodies will not respond to forces like gravity. They can be moved manually by the user, but normally they are moved by setting their velocities. Kinematic bodies collide only with dynamic bodies, not with other kinematic bodies or static bodies.
As noted, some body types will — or will not — collide with other body types. In a collision between two physical objects, at least one of the objects must be dynamic, since this is the only body type which collides with any other type.
Declaring the body type in Corona is done either inline with the physics.addBody()
call or post-creation using object.bodyType.
--inline: physics.addBody( triangle, "static", { density=1.6, friction=0.5, bounce=0.2 } ) --post-creation: physics.addBody( triangle, { density=1.6, friction=0.5, bounce=0.2 } ) triangle.bodyType = "static"
By default, the physics.addBody()
constructor will apply a rectangular body that surrounds the edges of the associated image or vector object. This is useful for platforms, large ground bodies, and other simple rectangular objects. Note that this rectangle includes the transparent pixels around an image, if any exist.
local platform = display.newImage( "platform.png", 600, 200 ) physics.addBody( platform, { density=1.0, friction=0.3, bounce=0.2 } )
If you don't want the physical body to match this bounding rectangle, you must define more specific shape data using either the circular radius
property or a table of polygon coordinates (see below).
When in doubt, use physics.setDrawMode() to check how the physics engine is actually considering the object.
Circular bodies are created by adding the radius
parameter to the properties table. This works well for balls, rocks, and other objects that can be considered approximately round when calculating collisions.
local ball = display.newImage( "ball.png", 100, 100 ) physics.addBody( ball, { radius=50, density=1.0, friction=0.3, bounce=0.2 } )
Note that a non-circular oval does not exist in Box2D collision geometry, since circular bodies exist as a special case. To make an oval body, consider a table of polygon coordinates (see below).
Polygonal bodies can be created using the shape
parameter. This is a Lua table of x and y coordinate pairs, where each pair defines a vertex point for the shape. These coordinates are specified relative to the center of the display object — thus, with (0,0)
corresponding to the center of the object, a vertex point of (-20,-10)
defines a point 20 pixels to the left of center and 10 pixels above center.
--triangle: local triangle = display.newImage( "triangle.png" ) triangle.x = 200 triangle.y = 150 --define the shape table (once created, this can be used multiple times) local triangleShape = { 0,-35, 37,30, -37,30 } physics.addBody( triangle, { shape=triangleShape, density=1.6, friction=0.5, bounce=0.2 } ) --pentagon: local pentagon = display.newImage( "pentagon.png" ) pentagon.x = 200 pentagon.y = 50 local pentagonShape = { 0,-37, 37,-10, 23,34, -23,34, -37,-10 } physics.addBody( pentagon, { shape=pentagonShape, density=3.0, friction=0.8, bounce=0.3 } )
Vertex points must be defined in clockwise order. The body may appear correct in the hybrid
or debug
views even if you specify the vertex points in
Polygonal shapes must be entirely convex. You cannot create shapes with concave bends, for example a bowl or cup. To accomplish such a task, you must assemble the body from multiple polygons, as explained in Multi-Element Bodies below.
Polygonal shapes may have a maximum of 8 vertex points and thus a maximum of 8 sides. If more are required, you must assemble the body from multiple neighboring polygons.
The above examples assume a body with only one element — either a rectangle, circle, or convex polygon. However, in more advanced situations, you will need to construct bodies from multiple polygons to achieve more precise collision boundaries. Also, since polygons in Box2D must be convex, any object with a concave shape must be constructed by assembling multiple body elements.
When creating multi-element bodies, each element must be specified as a separate polygonal shape. Although these shapes are declared individually, they will be regarded as part of the overall body and they will not shift/flex independently under the application of physical forces.
The constructor for a multi-element body is essentially the same as the simple polygon constructor — just declare the additional elements after the first:
physics.addBody( object, "static", { bodyElement1 }, { bodyElement2 }, --etc. )
Note that each body element may have its own unique physical properties along with the shape definition for its collision boundaries. For example:
local car = display.newImage( "car.png" ) local roofShape = { -20,-10, 20,-10, 20,10, -20,10 } local hoodShape = { 0,-35, 37,30, -37,30 } local trunkShape = { 0,-37, 37,-10, 23,34, -23,34, -37,-10 } physics.addBody( car, "dynamic", { density=3.0, friction=0.5, bounce=0.2, shape=roofShape }, { density=6.0, friction=0.6, bounce=0.4, shape=hoodShape }, { density=4.0, friction=0.5, bounce=0.4, shape=trunkShape } )
If you want to create a rectangular body that doesn't span the full width and height of the display object, you can define the box
parameter and specify the desired 0
.
halfWidth
— Half of the body width. This property is required.halfHeight
— Half of the body height. This property is required.x
— The x offset (±) from the display object's center. This property is optional and defaults to 0
.y
— The y offset (±) from the display object's center. This property is optional and defaults to 0
.angle
— The angle (rotation) of the body. This property is optional and defaults to 0
.local body = display.newRect( 100, 200, 40, 40 ) local offsetRectParams = { halfWidth=5, halfHeight=10, x=10, y=0, angle=60 } physics.addBody( body, "dynamic", { box=offsetRectParams } )
Edge shape (chain) bodies can be defined via an array of vertices in the chain
table. Edge shapes are not restricted to convex angles like polygonal bodies.
Optionally, you can connect (close) the ends of the chain with the boolean connectFirstAndLastChainVertex
parameter. If set to true
, the first and last vertices will be joined by a straight line. If set to false
(default), the edge shape will have disconnected ends.
local body = display.newRect( 150, 200, 40, 40 ) physics.addBody( body, "static", { chain={ -120,-140, -100,-90, -80,-60, -40,-20, 0,0, 40,0, 70,-10, 110,-20, 140,-20, 180,-10 }, connectFirstAndLastChainVertex = true } )
You should not construct an edge shape body with
If you don't want to define a specific body shape or multi-element body for a more complex display object, Corona can outline the display object automatically via the graphics.newOutline() function. Outlined bodies have fewer restrictions than polygonal bodies, for example, an outlined body shape can be either convex or concave.
local image_name = "star.png" local image_outline = graphics.newOutline( 2, image_name ) local image_star = display.newImageRect( image_name ) physics.addBody( image_star, { outline=image_outline } )
Physical bodies can be destroyed like other display objects, using either object:removeSelf() or display.remove(). In this case, the object will be removed from both the visible screen and the physical simulation (the physical body data will be destroyed).
object:removeSelf() --OR: display.remove( object )
Alternatively, you can use physics.removeBody() to remove just the physical body while retaining the core display object on screen:
physics.removeBody( object )
In both cases, the Box2D body will be safely retained until the end of the current world step. However, its Lua reference will be deleted immediately. Therefore, you should avoid accidental, multiple removal of the same Lua object. This may arise when handling object collisions which can potentially trigger multiple event phases before the collision is fully resolved. To prevent this from occurring, use conditional filtering of the event.phase
, for example:
local function onCollision( self, event ) if ( event.phase == "began" ) then display.remove( crate1 ) crate1 = nil end end
Any body — or any specific element of a multi-element body — can be turned into a sensor. Sensors do not physically interact with other bodies, but they produce collision events when other bodies pass through them. This is useful if you need to detect when an object collides with a specific region (the sensor), but not cause any force reaction as a result.
Setting a body element as a sensor is done either inline with the physics.addBody()
call or post-creation using object.isSensor.
--inline: physics.addBody( goal, "static", { isSensor=true } ) --post-creation: physics.addBody( goal, "static" ) goal.isSensor = true
Objects that collide with a sensor will trigger a "began"
event phase, just like normal non-sensor objects, and they will also trigger an "ended"
event phase when they exit the collision bounds of the sensor. In addition, collision events will occur for each element in a
In Corona, many of the native Box2D set/get methods have been reduced to simple properties on the display object. The following examples assume that a physical body object
has been created using one of the constructor methods.
object.bodyType is a string value for the type of physical body. Possible values include dynamic
, static
, or kinematic
. See the Body Type section for details. Note that you cannot change the body type during a collision event, so you must queue this event after a slight, imperceptible delay:
local function onCollisionDelay() --change the body type object.bodyType = "kinematic" end timer.performWithDelay( 10, onCollisionDelay )
object.isAwake is the boolean value for the body's current "awake" state. By default, all physical bodies automatically "sleep" when nothing interacts with them for a couple of seconds, and they stop being simulated until something like a collision wakes them up. This property can either fetch an object's current state or forcibly wake it up.
object.isSleepingAllowed is the boolean value for whether the body is ever allowed to sleep. Keeping a body awake has a larger performance overhead and usually it's not necessary because a collision with another body will automatically wake it up. However, forcing a constant awake state is useful in cases such as a tilt gravity simulation, since sleeping bodies do not respond to changes in global gravity.
object.isBodyActive is used to set or get the body's current active state. Inactive bodies are not destroyed, but they are removed from the physics simulation and cease to interact with other bodies. Note that you cannot change the body's active state during a collision event, so you must queue this event after a slight, imperceptible delay:
local function onCollisionDelay() --change the body's active state to false object.isBodyActive = false end timer.performWithDelay( 10, onCollisionDelay )
object.isSensor is a write-only boolean property that sets an internal isSensor=true
property across all elements in the body. See the Sensors section for more details. Because this property acts across all body elements, it unconditionally overrides any isSensor
settings on the individual elements.
object.isFixedRotation is the boolean value for whether the body's rotation should be locked, even if the body is subjected to off-center forces.
object.gravityScale can be used to adjust the gravity effect on a specific body. For example, setting it to 0
makes the body float, even if other objects in the simulation are subject to normal gravity. The default value is 1.0
, meaning normal gravity. You can also set the value higher than normal, but be careful since increased gravity can decrease stability.
--make the object float in place, even if the simulation has normal gravity object.gravityScale = 0
object.angularVelocity is the numerical value of the current angular (rotational) velocity, in degrees per second.
object.angularDamping is the numerical value for how much the body's rotation should be damped — as in, how quickly the rotating object will slow down to a full stop in the rotational sense (not linear). The default is 0
, meaning the body will rotate at the same velocity indefinitely.
object.linearDamping is the numerical value for how much the body's linear motion is damped — as in, how quickly the object will slow down to a full stop in the linear sense (not rotational). The default is 0
, meaning the body will move at the same velocity indefinitely.
Note that the application of constant linear velocity is accomplished through the object:setLinearVelocity() method described below, unlike the angular/rotational velocity which is set via the object.angularVelocity property.
object.isBullet is the boolean value for whether the body should be treated as a "bullet" in respect to collision detection. Bullets are subject to continuous collision detection rather than periodic detection. This is computationally more expensive, but it can prevent
The following examples assume that a physical body object
has been created using one of the constructor methods.
object:setLinearVelocity() sets the x and y components for the body's linear velocity, in pixels per second.
object:setLinearVelocity( 2, 4 )
object:getLinearVelocity() returns the x and y components for the body's linear velocity, in pixels per second. This function takes advantage of the fact that Lua can return multiple values, in this case both linear velocities.
local vx, vy = object:getLinearVelocity() print( "Linear X velocity = " .. vx ) print( "Linear Y velocity = " .. vy )
object:applyForce() applies the specified x and y components of a linear force at a given point within world coordinates. If the target point is the body's center of mass, it will tend to push the body in a straight line. If the target point is offset from the center, the body will spin around its center of mass. For symmetrical objects, the center of mass and the center of the object will have the same position:
object:applyForce( 500, 2000, object.x, object.y )
object:applyLinearImpulse() is similar to object:applyForce()
, except that an impulse is a single, momentary jolt of force. See the Force and Impulse notes below. Like object:applyForce()
, the impulse can be applied to any point on the body (either the center of mass or an offset point).
object:applyLinearImpulse( 60, 20, object.x, object.y )
object:applyTorque() applies a rotational force to the body. Positive values will result in clockwise torque; negative values will result in counter-clockwise torque. The body will rotate about its center of mass.
object:applyAngularImpulse() is similar to object:applyTorque()
, except that an impulse is a single, momentary jolt of force. See the Force and Impulse notes below.
object:resetMassData() is useful if the default mass data for the body has been overridden. This function resets it to the mass calculated from the shapes.
A common question is whether to apply force or impulse to a body. The difference is that an impulse is meant to simulate an immediate jolt/kick to the body, while force (and torque) is something exerted over time. Therefore, to get a realistic force/torque simulation, you should continually apply it on every application cycle, for as long as you want the force to continue. You can use a Runtime enterFrame event for this purpose:
local object = display.newImageRect( "leaf.png", 40, 40 ) object.x, object.y = 200,200 physics.addBody( object, "dynamic", { radius=20 } ) local function constantForce() object:applyForce( 2, -4, object.x, object.y ) object:applyTorque( 2 ) end Runtime:addEventListener( "enterFrame", constantForce )