2014-02-21 15:37:26 +00:00
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< div class = "row-fluid" >
< div class = "span8" >
< div id = "main" >
< h1 class = "page-title" > Class: Body< / h1 >
< section >
< header >
< h2 >
< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > < a href = "Phaser.Physics.html" > .Physics< / a > .< / span >
Body
< / h2 >
< div class = "class-description" > < p > Physics Body Constructor< / p > < / div >
< / header >
< article >
< div class = "container-overview" >
< dt >
< h4 class = "name" id = "Body" > < span class = "type-signature" > < / span > new Body< span class = "signature" > (game, < span class = "optional" > sprite< / span > , < span class = "optional" > x< / span > , < span class = "optional" > y< / span > , < span class = "optional" > mass< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The Physics Body is typically linked to a single Sprite and defines properties that determine how the physics body is simulated.
These properties affect how the body reacts to forces, what forces it generates on itself (to simulate friction), and how it reacts to collisions in the scene.
In most cases, the properties are used to simulate physical effects. Each body also has its own property values that determine exactly how it reacts to forces and collisions in the scene.
By default a single Rectangle shape is added to the Body that matches the dimensions of the parent Sprite. See addShape, removeShape, clearShapes to add extra shapes around the Body.< / 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 > 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 > Game reference to the currently running game.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > sprite< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The Sprite object this physics body belongs to.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > The x coordinate of this Body.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > The y coordinate of this Body.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > mass< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
1
< / td >
< td class = "description last" > < p > The default mass of this Body (0 = static).< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-22" > line 22< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< / div >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
< h4 class = "name" id = "allowSleep" > < span class = "type-signature" > < / span > allowSleep< 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 > allowSleep< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > -< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-1193" > line 1193< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "angle" > < span class = "type-signature" > < / span > angle< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The angle of the Body in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement Body.angle = 450 is the same as Body.angle = 90.
If you wish to work in radians instead of degrees use the property Body.rotation instead. Working in radians is faster as it doesn't have to convert values.< / p >
< / div >
< 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 > angle< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The angle of this Body in degrees.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-1216" > line 1216< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "angularDamping" > < span class = "type-signature" > < / span > angularDamping< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second.< / p >
< / div >
< 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 > angularDamping< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The angular damping acting acting on the body.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-1240" > line 1240< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "angularForce" > < span class = "type-signature" > < / span > angularForce< 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 > angularForce< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The angular force acting on the body.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-1261" > line 1261< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "angularVelocity" > < span class = "type-signature" > < / span > angularVelocity< 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 > angularVelocity< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The angular velocity of the body.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-1281" > line 1281< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "collideWorldBounds" > < span class = "type-signature" > < / span > collideWorldBounds< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > A Body can be set to collide against the World bounds automatically if this is set to true. Otherwise it will leave the World.
Note that this only applies if your World has bounds! The response to the collision should be managed via CollisionMaterials.< / p >
< / div >
< 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 > collideWorldBounds< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > Should the Body collide with the World bounds?< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-71" > line 71< / a >
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< dt >
< h4 class = "name" id = "damping" > < span class = "type-signature" > < / span > damping< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second.< / p >
< / div >
< 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 > damping< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The linear damping acting on the body in the velocity direction.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-1301" > line 1301< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "data" > < span class = "type-signature" > < protected> < / span > data< 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 > data< / code > < / td >
< td class = "type" >
< span class = "param-type" > p2.Body< / span >
< / td >
< td class = "description last" > < p > The p2 Body data.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-48" > line 48< / a >
< / li > < / ul > < / dd >
< / dl >
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< dt >
< h4 class = "name" id = "dynamic" > < span class = "type-signature" > < / span > dynamic< 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 > dynamic< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > Returns true if the Body is dynamic. Setting Body.dynamic to 'false' will make it static.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-1131" > line 1131< / a >
< / li > < / ul > < / dd >
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< dt >
< h4 class = "name" id = "fixedRotation" > < span class = "type-signature" > < / span > fixedRotation< 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 > fixedRotation< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > -< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-1322" > line 1322< / a >
< / li > < / ul > < / dd >
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< dt >
< h4 class = "name" id = "force" > < span class = "type-signature" > < / span > force< 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 >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > force< / code > < / td >
< td class = "type" >
< span class = "param-type" > Phaser.InversePointProxy< / span >
< / td >
< td class = "description last" > < p > The force applied to the body.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-59" > line 59< / a >
< / li > < / ul > < / dd >
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< 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 >
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< 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 = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-32" > line 32< / a >
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< dt >
< h4 class = "name" id = "gravity" > < span class = "type-signature" > < / span > gravity< 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 > gravity< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / td >
< td class = "description last" > < p > A locally applied gravity force to the Body. Applied directly before the world step. NOTE: Not currently implemented.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-64" > line 64< / a >
< / li > < / ul > < / dd >
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< dt >
< h4 class = "name" id = "inertia" > < span class = "type-signature" > < / span > inertia< 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 > inertia< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The inertia of the body around the Z axis..< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< dt >
< h4 class = "name" id = "kinematic" > < span class = "type-signature" > < / span > kinematic< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
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< table class = "props table table-striped" >
< thead >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
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< tr >
< td class = "name" > < code > kinematic< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > Returns true if the Body is kinematic. Setting Body.kinematic to 'false' will make it static.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-1164" > line 1164< / a >
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< dt >
< h4 class = "name" id = "mass" > < span class = "type-signature" > < / span > mass< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
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< th > Name< / th >
< th > Type< / th >
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< / thead >
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< tr >
< td class = "name" > < code > mass< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > -< / p > < / td >
< / tr >
< / tbody >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-1366" > line 1366< / a >
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< dt >
< h4 class = "name" id = "motionState" > < span class = "type-signature" > < / span > motionState< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
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< th > Name< / th >
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< / thead >
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< tr >
< td class = "name" > < code > motionState< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The type of motion this body has. Should be one of: Body.STATIC (the body does not move), Body.DYNAMIC (body can move and respond to collisions) and Body.KINEMATIC (only moves according to its .velocity).< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-1395" > line 1395< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "offset" > < span class = "type-signature" > < / span > offset< 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 > offset< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / td >
< td class = "description last" > < p > The offset of the Physics Body from the Sprite x/y position.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-42" > line 42< / a >
< / li > < / ul > < / dd >
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< dt >
< h4 class = "name" id = "onImpact" > < span class = "type-signature" > < / span > onImpact< 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 >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > onImpact< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span >
< / td >
< td class = "description last" > < p > Dispatched when the shape/s of this Body impact with another. The event will be sent 2 parameters, this Body and the impact Body.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-76" > line 76< / a >
< / li > < / ul > < / dd >
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< dt >
< h4 class = "name" id = "rotation" > < span class = "type-signature" > < / span > rotation< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The angle of the Body in radians.
If you wish to work in degrees instead of radians use the Body.angle property instead. Working in radians is faster as it doesn't have to convert values.< / p >
< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > rotation< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The angle of this Body in radians.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-1419" > line 1419< / a >
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< dt >
< h4 class = "name" id = "sleepSpeedLimit" > < span class = "type-signature" > < / span > sleepSpeedLimit< 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 > sleepSpeedLimit< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > .< / p > < / td >
< / tr >
< / tbody >
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< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
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< dt >
< h4 class = "name" id = "sprite" > < span class = "type-signature" > < / span > sprite< 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 >
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< tr >
< td class = "name" > < code > sprite< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
< / td >
< td class = "description last" > < p > Reference to the parent Sprite.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
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< dt >
< h4 class = "name" id = "static" > < span class = "type-signature" > < / span > static< 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 > static< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > Returns true if the Body is static. Setting Body.static to 'false' will make it dynamic.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-1098" > line 1098< / a >
< / li > < / ul > < / dd >
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< / dd >
< dt >
< h4 class = "name" id = "velocity" > < span class = "type-signature" > < / span > velocity< 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 >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > velocity< / code > < / td >
< td class = "type" >
< span class = "param-type" > Phaser.InversePointProxy< / span >
< / td >
< td class = "description last" > < p > The velocity of the body. Set velocity.x to a negative value to move to the left, position to the right. velocity.y negative values move up, positive move down.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
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< dt >
< h4 class = "name" id = "x" > < span class = "type-signature" > < / span > x< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
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< th > Name< / th >
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< tbody >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The x coordinate of this Body.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-1462" > line 1462< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "y" > < span class = "type-signature" > < / span > y< 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 > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The y coordinate of this Body.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-1482" > line 1482< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
< dt >
< h4 class = "name" id = "addCapsule" > < span class = "type-signature" > < / span > addCapsule< span class = "signature" > (length, radius, < span class = "optional" > offsetX< / span > , < span class = "optional" > offsetY< / span > , < span class = "optional" > rotation< / span > )< / span > < span class = "type-signature" > → {p2.Capsule}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Adds a Capsule shape to this Body.
You can control the offset from the center of the body and the rotation.< / 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 > length< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The distance between the end points in pixels.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > radius< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > Radius of the capsule in radians.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetX< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local horizontal offset of the shape relative to the body center of mass.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetY< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local vertical offset of the shape relative to the body center of mass.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > rotation< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local rotation of the shape relative to the body center of mass, specified in radians.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-795" > line 795< / a >
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The Capsule shape that was added to the Body.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > p2.Capsule< / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "addCircle" > < span class = "type-signature" > < / span > addCircle< span class = "signature" > (radius, < span class = "optional" > offsetX< / span > , < span class = "optional" > offsetY< / span > , < span class = "optional" > rotation< / span > )< / span > < span class = "type-signature" > → {p2.Circle}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Adds a Circle shape to this Body. You can control the offset from the center of the body and the rotation.< / 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 > radius< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The radius of this circle (in pixels)< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetX< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local horizontal offset of the shape relative to the body center of mass.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetY< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local vertical offset of the shape relative to the body center of mass.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > rotation< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local rotation of the shape relative to the body center of mass, specified in radians.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-704" > line 704< / a >
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The Circle shape that was added to the Body.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > p2.Circle< / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "addLine" > < span class = "type-signature" > < / span > addLine< span class = "signature" > (length, < span class = "optional" > offsetX< / span > , < span class = "optional" > offsetY< / span > , < span class = "optional" > rotation< / span > )< / span > < span class = "type-signature" > → {p2.Line}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Adds a Line shape to this Body.
The line shape is along the x direction, and stretches from [-length/2, 0] to [length/2,0].
You can control the offset from the center of the body and the rotation.< / 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 > length< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The length of this line (in pixels)< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetX< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local horizontal offset of the shape relative to the body center of mass.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetY< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local vertical offset of the shape relative to the body center of mass.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > rotation< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local rotation of the shape relative to the body center of mass, specified in radians.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-775" > line 775< / a >
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The Line shape that was added to the Body.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > p2.Line< / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "addParticle" > < span class = "type-signature" > < / span > addParticle< span class = "signature" > (< span class = "optional" > offsetX< / span > , < span class = "optional" > offsetY< / span > , < span class = "optional" > rotation< / span > )< / span > < span class = "type-signature" > → {p2.Particle}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Adds a Particle shape to this Body. You can control the offset from the center of the body and the rotation.< / 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 > offsetX< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local horizontal offset of the shape relative to the body center of mass.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetY< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local vertical offset of the shape relative to the body center of mass.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > rotation< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local rotation of the shape relative to the body center of mass, specified in radians.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-758" > line 758< / a >
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The Particle shape that was added to the Body.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > p2.Particle< / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "addPlane" > < span class = "type-signature" > < / span > addPlane< span class = "signature" > (< span class = "optional" > offsetX< / span > , < span class = "optional" > offsetY< / span > , < span class = "optional" > rotation< / span > )< / span > < span class = "type-signature" > → {p2.Plane}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Adds a Plane shape to this Body. The plane is facing in the Y direction. You can control the offset from the center of the body and the rotation.< / 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 > offsetX< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local horizontal offset of the shape relative to the body center of mass.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetY< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local vertical offset of the shape relative to the body center of mass.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > rotation< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local rotation of the shape relative to the body center of mass, specified in radians.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-741" > line 741< / a >
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The Plane shape that was added to the Body.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > p2.Plane< / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "addPolygon" > < span class = "type-signature" > < / span > addPolygon< span class = "signature" > (options, points)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Reads a polygon shape path, and assembles convex shapes from that and puts them at proper offset points. The shape must be simple and without holes.
This function expects the x.y values to be given in pixels. If you want to provide them at p2 world scales then call Body.data.fromPolygon directly.< / 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 > options< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "description last" > < p > An object containing the build options:< / p >
< h6 > Properties< / h6 >
< 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 > optimalDecomp< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > skipSimpleCheck< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Set to true if you already know that the path is not intersecting itself.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > removeCollinearPoints< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Set to a number (angle threshold value) to remove collinear points, or false to keep all points.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / td >
< / tr >
< tr >
< td class = "name" > < code > points< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Array.html" > Array< / a > .< number>< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > An array of 2d vectors that form the convex or concave polygon.
Either [[0,0], [0,1],...] or a flat array of numbers that will be interpreted as [x,y, x,y, ...],
or the arguments passed can be flat x,y values e.g. < code > setPolygon(options, x,y, x,y, x,y, ...)< / code > where < code > x< / code > and < code > y< / code > are numbers.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-815" > line 815< / a >
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > True on success, else false.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > boolean< / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "addRectangle" > < span class = "type-signature" > < / span > addRectangle< span class = "signature" > (width, height, < span class = "optional" > offsetX< / span > , < span class = "optional" > offsetY< / span > , < span class = "optional" > rotation< / span > )< / span > < span class = "type-signature" > → {p2.Rectangle}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Adds a Rectangle shape to this Body. You can control the offset from the center of the body and the rotation.< / 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 > width< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The width of the rectangle in pixels.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The height of the rectangle in pixels.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetX< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local horizontal offset of the shape relative to the body center of mass.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetY< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local vertical offset of the shape relative to the body center of mass.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > rotation< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local rotation of the shape relative to the body center of mass, specified in radians.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-722" > line 722< / a >
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The Rectangle shape that was added to the Body.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > p2.Rectangle< / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "addShape" > < span class = "type-signature" > < / span > addShape< span class = "signature" > (shape, < span class = "optional" > offsetX< / span > , < span class = "optional" > offsetY< / span > , < span class = "optional" > rotation< / span > )< / span > < span class = "type-signature" > → {p2.Circle|p2.Rectangle|p2.Plane|p2.Line|p2.Particle}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Add a shape to the body. You can pass a local transform when adding a shape, so that the shape gets an offset and an angle relative to the body center of mass.
Will automatically update the mass properties and bounding radius.< / 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 > shape< / code > < / td >
< td class = "type" >
< span class = "param-type" > *< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The shape to add to the body.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetX< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local horizontal offset of the shape relative to the body center of mass.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetY< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local vertical offset of the shape relative to the body center of mass.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > rotation< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local rotation of the shape relative to the body center of mass, specified in radians.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-681" > line 681< / a >
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The shape that was added to the body.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > p2.Circle< / span >
|
< span class = "param-type" > p2.Rectangle< / span >
|
< span class = "param-type" > p2.Plane< / span >
|
< span class = "param-type" > p2.Line< / span >
|
< span class = "param-type" > p2.Particle< / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "addToWorld" > < span class = "type-signature" > < / span > addToWorld< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Adds this physics body to the world.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-618" > line 618< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "adjustCenterOfMass" > < span class = "type-signature" > < / span > adjustCenterOfMass< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Moves the shape offsets so their center of mass becomes the body center of mass.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-305" > line 305< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "applyDamping" > < span class = "type-signature" > < / span > applyDamping< span class = "signature" > (dt)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Apply damping, see < a href = "http://code.google.com/p/bullet/issues/detail?id=74" > http://code.google.com/p/bullet/issues/detail?id=74< / a > for details.< / 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 > dt< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > Current time step.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-316" > line 316< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "applyForce" > < span class = "type-signature" > < / span > applyForce< span class = "signature" > (force, worldX, worldY)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Apply force to a world point. This could for example be a point on the RigidBody surface. Applying force this way will add to Body.force and Body.angularForce.< / 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 > force< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The force to add.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > worldX< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The world x point to apply the force on.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > worldY< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The world y point to apply the force on.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-328" > line 328< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "clearCollision" > < span class = "type-signature" > < / span > clearCollision< span class = "signature" > (< span class = "optional" > clearGroup< / span > , < span class = "optional" > clearMask< / span > , < span class = "optional" > shape< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Clears the collision data from the shapes in this Body. Optionally clears Group and/or Mask.< / 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 > clearGroup< / 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 > Clear the collisionGroup value from the shape/s?< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > clearMask< / 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 > Clear the collisionMask value from the shape/s?< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > shape< / code > < / td >
< td class = "type" >
< span class = "param-type" > p2.Shape< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > An optional Shape. If not provided the collision data will be cleared from all Shapes in this Body.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-205" > line 205< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "clearShapes" > < span class = "type-signature" > < / span > clearShapes< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Removes all Shapes from this Body.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-666" > line 666< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "collides" > < span class = "type-signature" > < / span > collides< span class = "signature" > (group, < span class = "optional" > callback< / span > , < span class = "optional" > callbackContext< / span > , < span class = "optional" > shape< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Adds the given CollisionGroup, or array of CollisionGroups, to the list of groups that this body will collide with and updates the collision masks.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > group< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Physics.CollisionGroup.html" > Phaser.Physics.CollisionGroup< / a > < / span >
|
< span class = "param-type" > array< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The Collision Group or Array of Collision Groups that this Bodies shapes will collide with.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > callback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > Optional callback that will be triggered when this Body impacts with the given Group.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > callbackContext< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > The context under which the callback will be called.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > shape< / code > < / td >
< td class = "type" >
< span class = "param-type" > p2.Shape< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > An optional Shape. If not provided the collision mask will be added to all Shapes in this Body.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-250" > line 250< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "createBodyCallback" > < span class = "type-signature" > < / span > createBodyCallback< span class = "signature" > (body, callback, callbackContext)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Sets a callback to be fired any time this Body impacts with the given Body. The impact test is performed against body.id values.
The callback will be sent 4 parameters: This body, the body that impacted, the Shape in this body and the shape in the impacting body.< / 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 > body< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Physics.Body.html" > Phaser.Physics.Body< / a > < / span >
< / td >
< td class = "description last" > < p > The Body to send impact events for.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > callback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
< td class = "description last" > < p > The callback to fire on impact. Set to null to clear a previously set callback.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > callbackContext< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "description last" > < p > The context under which the callback will fire.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-120" > line 120< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "createGroupCallback" > < span class = "type-signature" > < / span > createGroupCallback< span class = "signature" > (group, callback, callbackContext)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Sets a callback to be fired any time this Body impacts with the given Group. The impact test is performed against shape.collisionGroup values.
The callback will be sent 4 parameters: This body, the body that impacted, the Shape in this body and the shape in the impacting body.
This callback will only fire if this Body has been assigned a collision group.< / 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 > group< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Physics.CollisionGroup.html" > Phaser.Physics.CollisionGroup< / a > < / span >
< / td >
< td class = "description last" > < p > The Group to send impact events for.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > callback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
< td class = "description last" > < p > The callback to fire on impact. Set to null to clear a previously set callback.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > callbackContext< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "description last" > < p > The context under which the callback will fire.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-136" > line 136< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< 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 this Body and all references it holds to other objects.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-646" > line 646< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "getCollisionMask" > < span class = "type-signature" > < / span > getCollisionMask< span class = "signature" > ()< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Gets the collision bitmask from the groups this body collides with.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-153" > line 153< / a >
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The bitmask.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > number< / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "loadPolygon" > < span class = "type-signature" > < / span > loadPolygon< span class = "signature" > (key, object, options)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Reads the shape data from a physics data file stored in the Game.Cache and adds it as a polygon to this Body.< / 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 > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > The key of the Physics Data file as stored in Game.Cache.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > object< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > The key of the object within the Physics data file that you wish to load the shape data from.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > options< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "description last" > < p > An object containing the build options:< / p >
< h6 > Properties< / h6 >
< 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 > optimalDecomp< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > skipSimpleCheck< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Set to true if you already know that the path is not intersecting itself.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > removeCollinearPoints< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Set to a number (angle threshold value) to remove collinear points, or false to keep all points.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-983" > line 983< / a >
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > True on success, else false.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > boolean< / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "loadPolygon" > < span class = "type-signature" > < / span > loadPolygon< span class = "signature" > (key, object, options)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Reads the physics data from a physics data file stored in the Game.Cache.
It will add the shape data to this Body, as well as set the density (mass), friction and bounce (restitution) values.< / 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 > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > The key of the Physics Data file as stored in Game.Cache.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > object< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > The key of the object within the Physics data file that you wish to load the shape data from.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > options< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "description last" > < p > An object containing the build options:< / p >
< h6 > Properties< / h6 >
< 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 > optimalDecomp< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > skipSimpleCheck< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Set to true if you already know that the path is not intersecting itself.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > removeCollinearPoints< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Set to a number (angle threshold value) to remove collinear points, or false to keep all points.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-1016" > line 1016< / a >
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > True on success, else false.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > boolean< / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "moveBackward" > < span class = "type-signature" > < / span > moveBackward< span class = "signature" > (speed)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Moves the Body backwards based on its current angle and the given speed.
The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).< / 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 > speed< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The speed at which it should move backwards.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-455" > line 455< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "moveDown" > < span class = "type-signature" > < / span > moveDown< span class = "signature" > (speed)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If this Body is dynamic then this will move it down by setting its y velocity to the given speed.
The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).< / 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 > speed< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The speed at which it should move down, in pixels per second.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-545" > line 545< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "moveForward" > < span class = "type-signature" > < / span > moveForward< span class = "signature" > (speed)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Moves the Body forwards based on its current angle and the given speed.
The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).< / 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 > speed< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The speed at which it should move forwards.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-438" > line 438< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "moveLeft" > < span class = "type-signature" > < / span > moveLeft< span class = "signature" > (speed)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If this Body is dynamic then this will move it to the left by setting its x velocity to the given speed.
The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).< / 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 > speed< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The speed at which it should move to the left, in pixels per second.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-506" > line 506< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "moveRight" > < span class = "type-signature" > < / span > moveRight< span class = "signature" > (speed)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If this Body is dynamic then this will move it to the right by setting its x velocity to the given speed.
The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).< / 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 > speed< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The speed at which it should move to the right, in pixels per second.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-519" > line 519< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "moveUp" > < span class = "type-signature" > < / span > moveUp< span class = "signature" > (speed)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If this Body is dynamic then this will move it up by setting its y velocity to the given speed.
The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).< / 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 > speed< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The speed at which it should move up, in pixels per second.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-532" > line 532< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "p2px" > < span class = "type-signature" > < / span > p2px< span class = "signature" > (v)< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Convert p2 physics value (meters) to pixel scale.< / 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 > v< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The value to convert.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-1042" > line 1042< / a >
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The scaled value.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > number< / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "p2pxi" > < span class = "type-signature" > < / span > p2pxi< span class = "signature" > (v)< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Convert p2 physics value (meters) to pixel scale and inverses it.< / 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 > v< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The value to convert.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-1068" > line 1068< / a >
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The scaled value.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > number< / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "postUpdate" > < span class = "type-signature" > < protected> < / span > postUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Internal method. This is called directly before the sprites are sent to the renderer and after the update function has finished.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-567" > line 567< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "preUpdate" > < span class = "type-signature" > < protected> < / span > preUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Internal method. This is called directly before the sprites are sent to the renderer and after the update function has finished.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-558" > line 558< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "px2p" > < span class = "type-signature" > < / span > px2p< span class = "signature" > (v)< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Convert pixel value to p2 physics scale (meters).< / 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 > v< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The value to convert.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-1055" > line 1055< / a >
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The scaled value.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > number< / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "px2pi" > < span class = "type-signature" > < / span > px2pi< span class = "signature" > (v)< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Convert pixel value to p2 physics scale (meters) and inverses it.< / 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 > v< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The value to convert.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-1081" > line 1081< / a >
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The scaled value.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > number< / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "removeFromWorld" > < span class = "type-signature" > < / span > removeFromWorld< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Removes this physics body from the world.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-632" > line 632< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "removeShape" > < span class = "type-signature" > < / span > removeShape< span class = "signature" > (shape)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Remove a shape from the body. Will automatically update the mass properties and bounding radius.< / 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 > shape< / code > < / td >
< td class = "type" >
< span class = "param-type" > p2.Circle< / span >
|
< span class = "param-type" > p2.Rectangle< / span >
|
< span class = "param-type" > p2.Plane< / span >
|
< span class = "param-type" > p2.Line< / span >
|
< span class = "param-type" > p2.Particle< / span >
< / td >
< td class = "description last" > < p > The shape to remove from the body.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-887" > line 887< / a >
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > True if the shape was found and removed, else false.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > boolean< / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "reset" > < span class = "type-signature" > < / span > reset< span class = "signature" > (x, y, < span class = "optional" > resetDamping< / span > , < span class = "optional" > resetMass< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Resets the Body force, velocity (linear and angular) and rotation. Optionally resets damping and mass.< / 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 > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The new x position of the Body.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The new x position of the Body.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > resetDamping< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Resets the linear and angular damping.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > resetMass< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Sets the Body mass back to 1.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-585" > line 585< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "rever" > < span class = "type-signature" > < / span > rever< span class = "signature" > (speed)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Applies a force to the Body that causes it to 'thrust' backwards (in reverse), based on its current angle and the given speed.
The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).< / 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 > speed< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The speed at which it should reverse.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-489" > line 489< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "rotateLeft" > < span class = "type-signature" > < / span > rotateLeft< span class = "signature" > (speed)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > This will rotate the Body by the given speed to the left (counter-clockwise).< / 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 > speed< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The speed at which it should rotate.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-414" > line 414< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "rotateRight" > < span class = "type-signature" > < / span > rotateRight< span class = "signature" > (speed)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > This will rotate the Body by the given speed to the left (clockwise).< / 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 > speed< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The speed at which it should rotate.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-426" > line 426< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "setCircle" > < span class = "type-signature" > < / span > setCircle< span class = "signature" > (radius, < span class = "optional" > offsetX< / span > , < span class = "optional" > offsetY< / span > , < span class = "optional" > rotation< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Clears any previously set shapes. Then creates a new Circle shape and adds it to this Body.< / 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 > radius< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The radius of this circle (in pixels)< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetX< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local horizontal offset of the shape relative to the body center of mass.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetY< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local vertical offset of the shape relative to the body center of mass.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > rotation< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local rotation of the shape relative to the body center of mass, specified in radians.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-900" > line 900< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "setCollisionGroup" > < span class = "type-signature" > < / span > setCollisionGroup< span class = "signature" > (group, < span class = "optional" > shape< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Sets the given CollisionGroup to be the collision group for all shapes in this Body, unless a shape is specified.
This also resets the collisionMask.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > group< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Physics.CollisionGroup.html" > Phaser.Physics.CollisionGroup< / a > < / span >
|
< span class = "param-type" > array< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The Collision Group that this Bodies shapes will use.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > shape< / code > < / td >
< td class = "type" >
< span class = "param-type" > p2.Shape< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > An optional Shape. If not provided the collision group will be added to all Shapes in this Body.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-177" > line 177< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "setMaterial" > < span class = "type-signature" > < / span > setMaterial< span class = "signature" > (material, < span class = "optional" > shape< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Adds the given Material to all Shapes that belong to this Body.
If you only wish to apply it to a specific Shape in this Body then provide that as the 2nd parameter.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > material< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Physics.Material.html" > Phaser.Physics.Material< / a > < / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The Material that will be applied.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > shape< / code > < / td >
< td class = "type" >
< span class = "param-type" > p2.Shape< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > An optional Shape. If not provided the Material will be added to all Shapes in this Body.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-959" > line 959< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "setRectangle" > < span class = "type-signature" > < / span > setRectangle< span class = "signature" > (< span class = "optional" > width< / span > , < span class = "optional" > height< / span > , < span class = "optional" > offsetX< / span > , < span class = "optional" > offsetY< / span > , < span class = "optional" > rotation< / span > )< / span > < span class = "type-signature" > → {p2.Rectangle}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Clears any previously set shapes. The creates a new Rectangle shape at the given size and offset, and adds it to this Body.
If you wish to create a Rectangle to match the size of a Sprite or Image see Body.setRectangleFromSprite.< / 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 > width< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
16
< / td >
< td class = "description last" > < p > The width of the rectangle in pixels.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
16
< / td >
< td class = "description last" > < p > The height of the rectangle in pixels.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetX< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local horizontal offset of the shape relative to the body center of mass.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetY< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local vertical offset of the shape relative to the body center of mass.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > rotation< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Local rotation of the shape relative to the body center of mass, specified in radians.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-917" > line 917< / a >
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The Rectangle shape that was added to the Body.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > p2.Rectangle< / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "setRectangleFromSprite" > < span class = "type-signature" > < / span > setRectangleFromSprite< span class = "signature" > (< span class = "optional" > sprite< / span > )< / span > < span class = "type-signature" > → {p2.Rectangle}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Clears any previously set shapes.
Then creates a Rectangle shape sized to match the dimensions and orientation of the Sprite given.
If no Sprite is given it defaults to using the parent of this Body.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > sprite< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > The Sprite on which the Rectangle will get its dimensions.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-940" > line 940< / a >
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The Rectangle shape that was added to the Body.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > p2.Rectangle< / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "setZeroDamping" > < span class = "type-signature" > < / span > setZeroDamping< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Sets the Body damping and angularDamping to zero.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-376" > line 376< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "setZeroForce" > < span class = "type-signature" > < / span > setZeroForce< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Sets the force on the body to zero.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-342" > line 342< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "setZeroRotation" > < span class = "type-signature" > < / span > setZeroRotation< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If this Body is dynamic then this will zero its angular velocity.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-353" > line 353< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "setZeroVelocity" > < span class = "type-signature" > < / span > setZeroVelocity< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If this Body is dynamic then this will zero its velocity on both axis.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-364" > line 364< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "thrust" > < span class = "type-signature" > < / span > thrust< span class = "signature" > (speed)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Applies a force to the Body that causes it to 'thrust' forwards, based on its current angle and the given speed.
The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).< / 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 > speed< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The speed at which it should thrust.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-472" > line 472< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "toLocalFrame" > < span class = "type-signature" > < / span > toLocalFrame< span class = "signature" > (out, worldPoint)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Transform a world point to local body frame.< / 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 > out< / code > < / td >
< td class = "type" >
< span class = "param-type" > Float32Array< / span >
|
< span class = "param-type" > < a href = "Array.html" > Array< / a > < / span >
< / td >
< td class = "description last" > < p > The vector to store the result in.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > worldPoint< / code > < / td >
< td class = "type" >
< span class = "param-type" > Float32Array< / span >
|
< span class = "param-type" > < a href = "Array.html" > Array< / a > < / span >
< / td >
< td class = "description last" > < p > The input world vector.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-388" > line 388< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "toWorldFrame" > < span class = "type-signature" > < / span > toWorldFrame< span class = "signature" > (out, localPoint)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Transform a local point to world frame.< / 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 > out< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Array.html" > Array< / a > < / span >
< / td >
< td class = "description last" > < p > The vector to store the result in.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > localPoint< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Array.html" > Array< / a > < / span >
< / td >
< td class = "description last" > < p > The input local vector.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Body.js.html" > physics/Body.js< / a > , < a href = "Body.js.html#sunlight-1-line-401" > line 401< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< / dl >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
Phaser Copyright © 2012-2014 Photon Storm Ltd.
< / span >
< br / >
< span class = "jsdoc-message" >
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
2014-02-24 12:14:30 +00:00
on Mon Feb 24 2014 12:11:42 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
2014-02-21 15:37:26 +00:00
< / 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 () {
$( "#toc" ).toc( {
selectors : "h1,h2,h3,h4",
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$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >