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< a href = "Phaser.GameObjectCreator.html" > GameObjectCreator< / a >
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< a href = "Phaser.Physics.html" > Physics< / a >
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< a href = "Phaser.Physics.P2.Material.html" > Material< / a >
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< a href = "Phaser.Physics.P2.Spring.html" > Spring< / a >
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< a href = "Phaser.Point.html" > Point< / a >
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< a href = "Phaser.Pointer.html" > Pointer< / a >
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< a href = "Phaser.Signal.html" > Signal< / a >
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< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
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< a href = "Phaser.SinglePad.html" > SinglePad< / a >
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< a href = "Phaser.Sound.html" > Sound< / a >
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< a href = "Phaser.SoundManager.html" > SoundManager< / a >
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< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
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< a href = "Phaser.Stage.html" > Stage< / a >
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< a href = "Phaser.State.html" > State< / a >
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< a href = "Phaser.Text.html" > Text< / a >
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< a href = "Phaser.Tile.html" > Tile< / a >
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< a href = "Phaser.Tilemap.html" > Tilemap< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Time.html" > Time< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
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< li class = "class-depth-2" >
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< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.World.html" > World< / a >
< / li >
< / ul >
< / li >
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< / strong >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span8" >
< div id = "main" >
< h1 class = "page-title" > Class: Physics< / h1 >
< section >
< header >
< h2 >
< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
Physics
< / h2 >
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< div class = "class-description" > < p > Phaser.Physics< / p > < / div >
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< / header >
< article >
< div class = "container-overview" >
< dt >
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< h4 class = "name" id = "Physics" > < span class = "type-signature" > < / span > new Physics< span class = "signature" > (game, < span class = "optional" > physicsConfig< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The Physics Manager is responsible for looking after all of the running physics systems.
Phaser supports 3 physics systems: Arcade Physics, P2 and Ninja Physics (with Box2D and Chipmunk in development)
Game Objects can belong to only 1 physics system, but you can have multiple systems active in a single game.< / p >
< p > For example you could have P2 managing a polygon-built terrain landscape that an vehicle drives over, while it could be firing bullets that use the
faster (due to being much simpler) Arcade Physics system.< / p >
< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > game< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > A reference to the currently running game.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > physicsConfig< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
null
< / td >
< td class = "description last" > < p > A physics configuration object to pass to the Physics world on creation.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Physics.js.html" > physics/Physics.js< / a > , < a href = "Physics.js.html#sunlight-1-line-21" > line 21< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< / div >
< h3 class = "subsection-title" > Classes< / h3 >
< dl >
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< dt class = "class-depth-2" >
< a href = "Phaser.Physics.Arcade.html" > Arcade< / a >
< / dt >
< dd >
< / dd >
< dt class = "class-depth-2" >
< a href = "Phaser.Physics.Ninja.html" > Ninja< / a >
< / dt >
< dd >
< / dd >
< dt class = "class-depth-2" >
< a href = "Phaser.Physics.P2.html" > P2< / a >
< / dt >
< dd >
< / dd >
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< / dl >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
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< h4 class = "name" id = "ARCADE" > < span class = "type-signature" > < static, constant> < / span > ARCADE< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
< h5 > Type:< / h5 >
< ul >
< li >
< span class = "param-type" > number< / span >
< / li >
< / ul >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Physics.js.html" > physics/Physics.js< / a > , < a href = "Physics.js.html#sunlight-1-line-68" > line 68< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
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< dt >
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< h4 class = "name" id = "BOX2D" > < span class = "type-signature" > < static, constant> < / span > BOX2D< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< h5 > Type:< / h5 >
< ul >
< li >
< span class = "param-type" > number< / span >
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< / li >
< / ul >
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< dl class = "details" >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Physics.js.html" > physics/Physics.js< / a > , < a href = "Physics.js.html#sunlight-1-line-86" > line 86< / a >
< / li > < / ul > < / dd >
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< / dl >
< / dd >
< dt >
< h4 class = "name" id = "CHIPMUNK" > < span class = "type-signature" > < static, constant> < / span > CHIPMUNK< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< h5 > Type:< / h5 >
< ul >
< li >
< span class = "param-type" > number< / span >
< / li >
< / ul >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Physics.js.html" > physics/Physics.js< / a > , < a href = "Physics.js.html#sunlight-1-line-92" > line 92< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "NINJA" > < span class = "type-signature" > < static, constant> < / span > NINJA< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< h5 > Type:< / h5 >
< ul >
< li >
< span class = "param-type" > number< / span >
< / li >
< / ul >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Physics.js.html" > physics/Physics.js< / a > , < a href = "Physics.js.html#sunlight-1-line-80" > line 80< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "P2JS" > < span class = "type-signature" > < static, constant> < / span > P2JS< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< h5 > Type:< / h5 >
< ul >
< li >
< span class = "param-type" > number< / span >
< / li >
< / ul >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Physics.js.html" > physics/Physics.js< / a > , < a href = "Physics.js.html#sunlight-1-line-74" > line 74< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "arcade" > < span class = "type-signature" > < / span > arcade< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > arcade< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Physics.Arcade.html" > Phaser.Physics.Arcade< / a > < / span >
< / td >
< td class = "description last" > < p > The Arcade Physics system.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Physics.js.html" > physics/Physics.js< / a > , < a href = "Physics.js.html#sunlight-1-line-38" > line 38< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "box2d" > < span class = "type-signature" > < / span > box2d< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > box2d< / code > < / td >
< td class = "type" >
< span class = "param-type" > Phaser.Physics.Box2D< / span >
< / td >
< td class = "description last" > < p > The Box2D Physics system (to be done).< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Physics.js.html" > physics/Physics.js< / a > , < a href = "Physics.js.html#sunlight-1-line-53" > line 53< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "chipmunk" > < span class = "type-signature" > < / span > chipmunk< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > chipmunk< / code > < / td >
< td class = "type" >
< span class = "param-type" > Phaser.Physics.Chipmunk< / span >
< / td >
< td class = "description last" > < p > The Chipmunk Physics system (to be done).< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Physics.js.html" > physics/Physics.js< / a > , < a href = "Physics.js.html#sunlight-1-line-58" > line 58< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "config" > < span class = "type-signature" > < / span > config< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > config< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "description last" > < p > The physics configuration object as passed to the game on creation.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Physics.js.html" > physics/Physics.js< / a > , < a href = "Physics.js.html#sunlight-1-line-33" > line 33< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "game" > < span class = "type-signature" > < / span > game< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > game< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
< / td >
< td class = "description last" > < p > Local reference to game.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Physics.js.html" > physics/Physics.js< / a > , < a href = "Physics.js.html#sunlight-1-line-28" > line 28< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
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< dt >
< h4 class = "name" id = "ninja" > < span class = "type-signature" > < / span > ninja< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
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< dl class = "details" >
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< h5 class = "subsection-title" > Properties:< / h5 >
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< dl >
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< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
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< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
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< tbody >
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< tr >
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< td class = "name" > < code > ninja< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Physics.Ninja.html" > Phaser.Physics.Ninja< / a > < / span >
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< / td >
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< td class = "description last" > < p > The N+ Ninja Physics System.< / p > < / td >
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< / tr >
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< / tbody >
< / table >
< / dl >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Physics.js.html" > physics/Physics.js< / a > , < a href = "Physics.js.html#sunlight-1-line-48" > line 48< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
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< dt >
< h4 class = "name" id = "p2" > < span class = "type-signature" > < / span > p2< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
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< tr >
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< td class = "name" > < code > p2< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Physics.P2.html" > Phaser.Physics.P2< / a > < / span >
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< / td >
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< td class = "description last" > < p > The P2.JS Physics system.< / p > < / td >
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< / tr >
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< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Physics.js.html" > physics/Physics.js< / a > , < a href = "Physics.js.html#sunlight-1-line-43" > line 43< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
< dt >
< h4 class = "name" id = "clear" > < span class = "type-signature" > < protected> < / span > clear< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Clears down all active physics systems. This doesn't destroy them, it just clears them of objects and is called when the State changes.< / p >
< / div >
< dl class = "details" >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Physics.js.html" > physics/Physics.js< / a > , < a href = "Physics.js.html#sunlight-1-line-257" > line 257< / a >
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< / li > < / ul > < / dd >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name" id = "destroy" > < span class = "type-signature" > < / span > destroy< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Destroys all active physics systems. Usually only called on a Game Shutdown, not on a State swap.< / p >
< / div >
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< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "enable" > < span class = "type-signature" > < / span > enable< span class = "signature" > (object, < span class = "optional" > system< / span > , < span class = "optional" > debug< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > This will create a default physics body on the given game object or array of objects.
A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed.
It can be for any of the physics systems that have been started:< / p >
< p > Phaser.Physics.Arcade - A light weight AABB based collision system with basic separation.
Phaser.Physics.P2JS - A full-body advanced physics system supporting multiple object shapes, polygon loading, contact materials, springs and constraints.
Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system. Advanced AABB and Circle vs. Tile collision.
Phaser.Physics.BOX2D and Phaser.Physics.CHIPMUNK are still in development.< / p >
< p > If you require more control over what type of body is created, for example to create a Ninja Physics Circle instead of the default AABB, then see the
individual physics systems < code > enable< / code > methods instead of using this generic one.< / p >
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< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
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< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > object< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > object< / span >
|
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< span class = "param-type" > array< / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The game object to create the physics body on. Can also be an array of objects, a body will be created on every object in the array.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > system< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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Phaser.Physics.ARCADE
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< / td >
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< td class = "description last" > < p > The physics system that will be used to create the body. Defaults to Arcade Physics.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > debug< / code > < / td >
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< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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false
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< / td >
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< td class = "description last" > < p > Enable the debug drawing for this body. Defaults to false.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Physics.js.html" > physics/Physics.js< / a > , < a href = "Physics.js.html#sunlight-1-line-160" > line 160< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
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< dt >
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< h4 class = "name" id = "parseConfig" > < span class = "type-signature" > < / span > parseConfig< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Parses the Physics Configuration object passed to the Game constructor and starts any physics systems specified within.< / p >
< / div >
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< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Physics.js.html" > physics/Physics.js< / a > , < a href = "Physics.js.html#sunlight-1-line-96" > line 96< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
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< dt >
< h4 class = "name" id = "preUpdate" > < span class = "type-signature" > < protected> < / span > preUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > preUpdate checks.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name" id = "setBoundsToWorld" > < span class = "type-signature" > < / span > setBoundsToWorld< span class = "signature" > (< span class = "optional" > left< / span > , < span class = "optional" > right< / span > , < span class = "optional" > top< / span > , < span class = "optional" > bottom< / span > , < span class = "optional" > setCollisionGroup< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Sets the bounds of the Physics world to match the Game.World dimensions.
You can optionally set which 'walls' to create: left, right, top or bottom.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > left< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > If true will create the left bounds wall.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > right< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > If true will create the right bounds wall.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > top< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > If true will create the top bounds wall.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > bottom< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > If true will create the bottom bounds wall.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > setCollisionGroup< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > If true the Bounds will be set to use its own Collision Group.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "setBoundsToWorld" > < span class = "type-signature" > < protected> < / span > setBoundsToWorld< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Updates the physics bounds to match the world dimensions.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "setWorldMaterial" > < span class = "type-signature" > < / span > setWorldMaterial< span class = "signature" > (material, < span class = "optional" > left< / span > , < span class = "optional" > right< / span > , < span class = "optional" > top< / span > , < span class = "optional" > bottom< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Sets the given material against the 4 bounds of this World.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > material< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Physics.P2.Material.html" > Phaser.Physics.P2.Material< / a > < / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The material to set.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > left< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > If true will set the material on the left bounds wall.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > right< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > If true will set the material on the right bounds wall.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > top< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > If true will set the material on the top bounds wall.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > bottom< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > If true will set the material on the bottom bounds wall.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "startSystem" > < span class = "type-signature" > < / span > startSystem< span class = "signature" > (The)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > This will create an instance of the requested physics simulation.
Phaser.Physics.Arcade is running by default, but all others need activating directly.
You can start the following physics systems:
Phaser.Physics.P2JS - A full-body advanced physics system by Stefan Hedman.
Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system.
Phaser.Physics.BOX2D and Phaser.Physics.CHIPMUNK are still in development.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > The< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > physics system to start.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "update" > < span class = "type-signature" > < protected> < / span > update< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Updates all running physics systems.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< / dl >
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< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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on Fri Jul 18 2014 12:36:48 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / span >
< / footer >
< / div >
< div class = "span3" >
< div id = "toc" > < / div >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
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< / script >
< / body >
< / html >