* This will create an Arcade Physics body on the given game object or array of game objects.
* A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed.
*
* @method Phaser.Physics.Arcade#enable
* @param {object|array|Phaser.Group} object - The game object to create the physics body on. Can also be an array or Group of objects, a body will be created on every child that has a `body` property.
* @param {boolean} [children=true] - Should a body be created on all children of this object? If true it will recurse down the display list as far as it can go.
*/
enable: function (object, children) {
if (typeof children === 'undefined') { children = true; }
var i = 1;
if (Array.isArray(object))
{
i = object.length;
while (i--)
{
if (object[i] instanceof Phaser.Group)
{
// If it's a Group then we do it on the children regardless
this.enable(object[i].children, children);
}
else
{
this.enableBody(object[i]);
if (children && object[i].hasOwnProperty('children') && object[i].children.length > 0)
{
this.enable(object[i], true);
}
}
}
}
else
{
if (object instanceof Phaser.Group)
{
// If it's a Group then we do it on the children regardless
this.enable(object.children, children);
}
else
{
this.enableBody(object);
if (children && object.hasOwnProperty('children') && object.children.length > 0)
* Checks for overlaps between two game objects. The objects can be Sprites, Groups or Emitters.
* You can perform Sprite vs. Sprite, Sprite vs. Group and Group vs. Group overlap checks.
* Unlike collide the objects are NOT automatically separated or have any physics applied, they merely test for overlap results.
* The second parameter can be an array of objects, of differing types.
*
* @method Phaser.Physics.Arcade#overlap
* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter} object1 - The first object to check. Can be an instance of Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.
* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|array} object2 - The second object or array of objects to check. Can be Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.
* @param {function} [overlapCallback=null] - An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you specified them.
* @param {function} [processCallback=null] - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then overlapCallback will only be called if processCallback returns true.
* @param {object} [callbackContext] - The context in which to run the callbacks.
* @returns {boolean} True if an overlap occured otherwise false.
*/
overlap: function (object1, object2, overlapCallback, processCallback, callbackContext) {
* Checks for collision between two game objects. You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap Layer or Group vs. Tilemap Layer collisions.
* The second parameter can be an array of objects, of differing types.
* The objects are also automatically separated. If you don't require separation then use ArcadePhysics.overlap instead.
* An optional processCallback can be provided. If given this function will be called when two sprites are found to be colliding. It is called before any separation takes place,
* giving you the chance to perform additional checks. If the function returns true then the collision and separation is carried out. If it returns false it is skipped.
* The collideCallback is an optional function that is only called if two sprites collide. If a processCallback has been set then it needs to return true for collideCallback to be called.
*
* @method Phaser.Physics.Arcade#collide
* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.Tilemap} object1 - The first object to check. Can be an instance of Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter, or Phaser.Tilemap.
* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.Tilemap|array} object2 - The second object or array of objects to check. Can be Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter or Phaser.Tilemap.
* @param {function} [collideCallback=null] - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them.
* @param {function} [processCallback=null] - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.
* @param {object} [callbackContext] - The context in which to run the callbacks.
* @returns {boolean} True if a collision occured otherwise false.
*/
collide: function (object1, object2, collideCallback, processCallback, callbackContext) {
* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.Tilemap} object1 - The first object to check. Can be an instance of Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter, or Phaser.Tilemap.
* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.Tilemap} object2 - The second object to check. Can be an instance of Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter or Phaser.Tilemap. Can also be an array of objects to check.
* @param {function} collideCallback - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them.
* @param {function} processCallback - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.
* @param {object} callbackContext - The context in which to run the callbacks.
* @param {boolean} overlapOnly - Just run an overlap or a full collision.
*/
collideHandler: function (object1, object2, collideCallback, processCallback, callbackContext, overlapOnly) {
* @param {Phaser.Sprite} sprite1 - The first sprite to check.
* @param {Phaser.Sprite} sprite2 - The second sprite to check.
* @param {function} collideCallback - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them.
* @param {function} processCallback - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.
* @param {object} callbackContext - The context in which to run the callbacks.
* @param {boolean} overlapOnly - Just run an overlap or a full collision.
* @return {boolean} True if there was a collision, otherwise false.
* @param {Phaser.Sprite} sprite - The sprite to check.
* @param {Phaser.Group} group - The Group to check.
* @param {function} collideCallback - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them.
* @param {function} processCallback - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.
* @param {object} callbackContext - The context in which to run the callbacks.
* @param {boolean} overlapOnly - Just run an overlap or a full collision.
* @param {Phaser.Group} group - The Group to check.
* @param {function} collideCallback - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them.
* @param {function} processCallback - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.
* @param {object} callbackContext - The context in which to run the callbacks.
* @param {boolean} overlapOnly - Just run an overlap or a full collision.
* @return {boolean} True if there was a collision, otherwise false.
* @param {Phaser.Group} group1 - The first Group to check.
* @param {Phaser.Group} group2 - The second Group to check.
* @param {function} collideCallback - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them.
* @param {function} processCallback - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.
* @param {object} callbackContext - The context in which to run the callbacks.
* @param {boolean} overlapOnly - Just run an overlap or a full collision.
* @param {Phaser.Sprite} sprite - The sprite to check.
* @param {Phaser.TilemapLayer} tilemapLayer - The layer to check.
* @param {function} collideCallback - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them.
* @param {function} processCallback - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.
* @param {object} callbackContext - The context in which to run the callbacks.
* @param {boolean} overlapOnly - Just run an overlap or a full collision.
* @param {Phaser.Group} group - The Group to check.
* @param {Phaser.TilemapLayer} tilemapLayer - The layer to check.
* @param {function} collideCallback - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them.
* @param {function} processCallback - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.
* @param {object} callbackContext - The context in which to run the callbacks.
* @param {boolean} overlapOnly - Just run an overlap or a full collision.
* @param {function} [processCallback=null] - A callback function that lets you perform additional checks against the two objects if they overlap. If this function is set then the sprites will only be collided if it returns true.
* @param {object} [callbackContext] - The context in which to run the process callback.
* Move the given display object towards the destination object at a steady velocity.
* If you specify a maxTime then it will adjust the speed (overwriting what you set) so it arrives at the destination in that number of seconds.
* Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
* Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
* Note: The display object doesn't stop moving once it reaches the destination coordinates.
* Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)
*
* @method Phaser.Physics.Arcade#moveToObject
* @param {any} displayObject - The display object to move.
* @param {any} destination - The display object to move towards. Can be any object but must have visible x/y properties.
* @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)
* @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.
* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
*/
moveToObject: function (displayObject, destination, speed, maxTime) {
if (typeof speed === 'undefined') { speed = 60; }
if (typeof maxTime === 'undefined') { maxTime = 0; }
* Move the given display object towards the pointer at a steady velocity. If no pointer is given it will use Phaser.Input.activePointer.
* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
* Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
* Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
* Note: The display object doesn't stop moving once it reaches the destination coordinates.
*
* @method Phaser.Physics.Arcade#moveToPointer
* @param {any} displayObject - The display object to move.
* @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)
* @param {Phaser.Pointer} [pointer] - The pointer to move towards. Defaults to Phaser.Input.activePointer.
* @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.
* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
*/
moveToPointer: function (displayObject, speed, pointer, maxTime) {
* Move the given display object towards the x/y coordinates at a steady velocity.
* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
* Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
* Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
* Note: The display object doesn't stop moving once it reaches the destination coordinates.
* Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)
*
* @method Phaser.Physics.Arcade#moveToXY
* @param {any} displayObject - The display object to move.
* @param {number} x - The x coordinate to move towards.
* @param {number} y - The y coordinate to move towards.
* @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)
* @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.
* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
*/
moveToXY: function (displayObject, x, y, speed, maxTime) {
if (typeof speed === 'undefined') { speed = 60; }
if (typeof maxTime === 'undefined') { maxTime = 0; }
this._angle = Math.atan2(y - displayObject.y, x - displayObject.x);
if (maxTime > 0)
{
// We know how many pixels we need to move, but how fast?
* Given the angle (in degrees) and speed calculate the velocity and return it as a Point object, or set it to the given point object.
* One way to use this is: velocityFromAngle(angle, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.
*
* @method Phaser.Physics.Arcade#velocityFromAngle
* @param {number} angle - The angle in degrees calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
* @param {number} [speed=60] - The speed it will move, in pixels per second sq.
* @param {Phaser.Point|object} [point] - The Point object in which the x and y properties will be set to the calculated velocity.
* @return {Phaser.Point} - A Point where point.x contains the velocity x value and point.y contains the velocity y value.
*/
velocityFromAngle: function (angle, speed, point) {
* Given the rotation (in radians) and speed calculate the velocity and return it as a Point object, or set it to the given point object.
* One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.
* Given the rotation (in radians) and speed calculate the acceleration and return it as a Point object, or set it to the given point object.
* One way to use this is: accelerationFromRotation(rotation, 200, sprite.acceleration) which will set the values directly to the sprites acceleration and not create a new Point object.
* Sets the acceleration.x/y property on the display object so it will move towards the target at the given speed (in pixels per second sq.)
* You must give a maximum speed value, beyond which the display object won't go any faster.
* Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
* Note: The display object doesn't stop moving once it reaches the destination coordinates.
* Sets the acceleration.x/y property on the display object so it will move towards the target at the given speed (in pixels per second sq.)
* You must give a maximum speed value, beyond which the display object won't go any faster.
* Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
* Note: The display object doesn't stop moving once it reaches the destination coordinates.
* Sets the acceleration.x/y property on the display object so it will move towards the x/y coordinates at the given speed (in pixels per second sq.)
* You must give a maximum speed value, beyond which the display object won't go any faster.
* Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
* Note: The display object doesn't stop moving once it reaches the destination coordinates.
*
* @method Phaser.Physics.Arcade#accelerateToXY
* @param {any} displayObject - The display object to move.
* @param {number} x - The x coordinate to accelerate towards.
* @param {number} y - The y coordinate to accelerate towards.
* @param {number} [speed=60] - The speed it will accelerate in pixels per second.
* @param {number} [xSpeedMax=500] - The maximum x velocity the display object can reach.
* @param {number} [ySpeedMax=500] - The maximum y velocity the display object can reach.
* @return {number} The angle (in radians) that the object should be visually set to in order to match its new trajectory.
*/
accelerateToXY: function (displayObject, x, y, speed, xSpeedMax, ySpeedMax) {
if (typeof speed === 'undefined') { speed = 60; }
if (typeof xSpeedMax === 'undefined') { xSpeedMax = 1000; }
if (typeof ySpeedMax === 'undefined') { ySpeedMax = 1000; }