What is it?
It differs from C2's physics behavior in a few ways. For instance this behavior works when you manually set positions at runtime and you don't have to wait a tick before adding joints. Also the Warp behavior will work with this one without a hitch. Another difference is when adding joints you use an object uid instead of picking the other object, which simplifies adding joints between instances of the same type.
* Collision shapes: None, Box, Circle, Polygon and rounded Segments. (Segments can't collide with other segments)
* Support for concave polygons.
* Support for tilemap object.
* Standard object properties: Mass, Elasticity and Friction which can all be set at runtime.
* Collision filtering:
1. Collision groups that allow objects not to collide with other objects in the same non-zero group.
2. Collision layers which is basically 32 different layers, and the object can be in any number of them, and will only collide with objects that share a layer.
* Additional expressions: inertia, center of mass and area.
* Every joint chipmunk2d has to offer is available to use. http://chipmunk-physics.net/release/ChipmunkLatest-Docs/#cpConstraint-Video
* Ability to specify where on the object's the joints are attached.
* Ability to destroy individual joints, get the current impulse applied to a joint, and get the number of joints an instance has.
* Global properties: Damping, Iterations, fixed timestep, and Gravity.
* Ability to set and get: Velocity, angular velocity, force, impulse and torque.
* All actions that set force, impulse, velocity, gravity, etc,... can be set with an xy or an angle and magnitude.
* Force and impulse can be applied to an offset on the object.
* Collision info with the "Post Collision" condition. With it you can get:
1. Kinetic energy of collision.
2. Impact of a collision.
3. UID of other chipmunk object hit
4. Number of contact points and the point, normal and penetration depth of each.
* Closest point and Segment ray casting with expressions to get the point, distance, and normal with ray-cast.
* Utility expressions to convert coordinates from layout (world) to local (relative to the body) and back.
* Ability to set speed limits to objects and force limits to joints.
* Chipmunks automatic object sleeping with actions to manually put to sleep and wake up.
- As well as global properties to set the "idle speed threshold" and the "sleep time", which is the time idle before going to sleep.
To install extract zip file into "C:\Program Files\Construct 2\exporters\html5\behaviors".
Simple joints Example: