# Class: PrismaticConstraint

## Phaser .Physics .P2. PrismaticConstraint

Physics PrismaticConstraint Constructor

#### new PrismaticConstraint(world, bodyA, bodyB, lockRotation, anchorA, anchorB, axis, maxForce)

  Connects two bodies at given offset points, letting them rotate relative to each other around this point.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `world` | Phaser.Physics.P2 |  |  | A reference to the P2 World.
  `bodyA` | p2.Body |  |  | First connected body.
  `bodyB` | p2.Body |  |  | Second connected body.
  `lockRotation` | boolean | <optional> | true | If set to false, bodyB will be free to rotate around its anchor point.
  `anchorA` | Array | <optional> |  | Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
  `anchorB` | Array | <optional> |  | Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
  `axis` | Array | <optional> |  | An axis, defined in body A frame, that body B's anchor point may slide along. The value is an array with 2 elements matching x and y, i.e: [32, 32].
  `maxForce` | number | <optional> |  | The maximum force that should be applied to constrain the bodies.

  Source:
    - physics/p2/PrismaticConstraint.js, line 22

### Members

#### game

  ##### Properties:

  Name | Type | Description
  --- | --- | ---
  `game` | Phaser.Game | Local reference to game.

  Source:
    - physics/p2/PrismaticConstraint.js, line 33

#### world

  ##### Properties:

  Name | Type | Description
  --- | --- | ---
  `world` | Phaser.Physics.P2 | Local reference to P2 World.

  Source:
    - physics/p2/PrismaticConstraint.js, line 38