# CreatePrismaticJoint

## Description

Creates a prismatic joint between two sprites. The prismatic joint allows the sprites to only move along a given axis relative to each other. It can be thought of as a piston with the sprites unable to rotate at each end. It is similar to a line joint except that relative rotation is prevented. Specify a single anchor point in world coordinates with the sprites already at the desired relative position, at the piston's minimal extent. From this point the sprites will be allowed to separate along the given axis and rotate as a whole, but not rotate relative to each other. The anchor point can be offset from the sprite center positions.
A joint ID will be returned to reference this joint later, a joint may be deleted by the system if any of the sprites it connects are deleted.
This joint supports motors and limits.

## Definition

integer CreatePrismaticJoint( iSpriteIndex1, iSpriteIndex2, x, y, vx, vy, colConnected )

UINT agk::CreatePrismaticJoint( UINT iSpriteIndex1, UINT iSpriteIndex2, float x, float y, float vx, float vy, int colConnected )

CreatePrismaticJoint( iJointIndex, iSpriteIndex1, iSpriteIndex2, x, y, vx, vy, colConnected )

void agk::CreatePrismaticJoint( UINT iJointIndex, UINT iSpriteIndex1, UINT iSpriteIndex2, float x, float y, float vx, float vy, int colConnected )

## Parameters

- iSpriteIndex1 - The ID of the first sprite to join.
- iSpriteIndex2 - The ID of the second sprite to join.
- x - The x coordinate of the anchor point.
- y - The y coordinate of the anchor point.
- vx - The x component of the axis.
- vy - The y component of the axis.
- colConnected - Set whether the two sprites connected by the joint can collide with one another, 0=no, 1=yes.
- iJointIndex - The ID to use for this joint.