new Body(sprite)
The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than the Sprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body.
Parameters:
Name | Type | Description |
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sprite |
Phaser.Sprite | The Sprite object this physics body belongs to. |
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Members
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acceleration
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Properties:
Name Type Description acceleration
Phaser.Point The velocity in pixels per second sq. of the Body.
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allowCollision
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Set the allowCollision properties to control which directions collision is processed for this Body. For example allowCollision.up = false means it won't collide when the collision happened while moving up.
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Properties:
Name Type Description allowCollision
object An object containing allowed collision.
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allowGravity
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- Default Value:
- true
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Properties:
Name Type Description allowGravity
boolean Allow this Body to be influenced by the global Gravity?
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allowRotation
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- Default Value:
- true
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Properties:
Name Type Description allowRotation
boolean Allow this Body to be rotated? (via angularVelocity, etc)
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angularAcceleration
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- Default Value:
- 0
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Properties:
Name Type Description angularAcceleration
number The angular acceleration in pixels per second sq. of the Body.
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angularDrag
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- Default Value:
- 0
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Properties:
Name Type Description angularDrag
number The angular drag applied to the rotation of the Body.
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angularVelocity
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- Default Value:
- 0
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Properties:
Name Type Description angularVelocity
number The angular velocity in pixels per second sq. of the Body.
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bottom
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Properties:
Name Type Description bottom
number The bottom value of this Body (same as Body.y + Body.height)
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bounce
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Properties:
Name Type Description bounce
Phaser.Point The elasticitiy of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity.
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center
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Properties:
Name Type Description center
Phaser.Point The center coordinate of the Physics Body.
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collideWorldBounds
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A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World.
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Properties:
Name Type Description collideWorldBounds
boolean Should the Body collide with the World bounds?
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customSeparateX
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This flag allows you to disable the custom x separation that takes place by Physics.Arcade.separate. Used in combination with your own collision processHandler you can create whatever type of collision response you need.
- Default Value:
- false
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Properties:
Name Type Description customSeparateX
boolean Use a custom separation system or the built-in one?
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customSeparateY
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This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate. Used in combination with your own collision processHandler you can create whatever type of collision response you need.
- Default Value:
- false
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Properties:
Name Type Description customSeparateY
boolean Use a custom separation system or the built-in one?
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drag
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Properties:
Name Type Description drag
Phaser.Point The drag applied to the motion of the Body.
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embedded
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If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each other?) this is set to true.
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Properties:
Name Type Description embedded
boolean Body embed value.
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facing
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Properties:
Name Type Description facing
number A const reference to the direction the Body is traveling or facing.
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game
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Properties:
Name Type Description game
Phaser.Game Local reference to game.
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gravity
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Properties:
Name Type Description gravity
Phaser.Point A private Gravity setting for the Body.
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halfHeight
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Properties:
Name Type Description halfHeight
number The calculated height / 2 of the physics body.
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halfWidth
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Properties:
Name Type Description halfWidth
number The calculated width / 2 of the physics body.
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height
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Properties:
Name Type Description .numInternal
ID cache
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hullX
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Properties:
Name Type Description hullX
Phaser.Rectangle The dynamically calculated hull used during collision.
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hullY
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Properties:
Name Type Description hullY
Phaser.Rectangle The dynamically calculated hull used during collision.
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immovable
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- Default Value:
- false
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Properties:
Name Type Description immovable
boolean An immovable Body will not receive any impacts from other bodies.
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mass
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- Default Value:
- 1
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Properties:
Name Type Description mass
number The mass of the Body.
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maxAngular
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- Default Value:
- 1000
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Properties:
Name Type Description maxAngular
number The maximum angular velocity in pixels per second sq. that the Body can reach.
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maxVelocity
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Properties:
Name Type Description maxVelocity
Phaser.Point The maximum velocity in pixels per second sq. that the Body can reach.
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moves
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- Default Value:
- true
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Properties:
Name Type Description moves
boolean Set to true to allow the Physics system to move this Body, other false to move it manually.
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offset
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Properties:
Name Type Description offset
Phaser.Point The offset of the Physics Body from the Sprite x/y position.
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overlapX
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When this body collides with another, the amount of overlap is stored here.
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Properties:
Name Type Description overlapX
number The amount of horizontal overlap during the collision.
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overlapY
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When this body collides with another, the amount of overlap is stored here.
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Properties:
Name Type Description overlapY
number The amount of vertical overlap during the collision.
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<readonly> preRotation
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Properties:
Name Type Description preRotation
number The previous rotation of the physics body.
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<readonly> preX
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Properties:
Name Type Description preX
number The previous x position of the physics body.
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<readonly> preY
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Properties:
Name Type Description preY
number The previous y position of the physics body.
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<protected> quadTreeIDs
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Properties:
Name Type Description quadTreeIDs
Array Internal ID cache.
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<protected> quadTreeIndex
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Properties:
Name Type Description quadTreeIndex
number Internal ID cache.
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right
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Properties:
Name Type Description right
number The right value of this Body (same as Body.x + Body.width)
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rotation
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- Default Value:
- 0
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Properties:
Name Type Description rotation
number The amount the Body is rotated.
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<readonly> screenX
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Properties:
Name Type Description screenX
number The x position of the physics body translated to screen space.
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<readonly> screenY
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Properties:
Name Type Description screenY
number The y position of the physics body translated to screen space.
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skipQuadTree
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- Default Value:
- false
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Properties:
Name Type Description skipQuadTree
boolean If the Body is an irregular shape you can set this to true to avoid it being added to the World quad tree.
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<readonly> sourceHeight
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Properties:
Name Type Description sourceHeight
number The un-scaled original size.
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<readonly> sourceWidth
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Properties:
Name Type Description sourceWidth
number The un-scaled original size.
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sprite
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Properties:
Name Type Description sprite
Phaser.Sprite Reference to the parent Sprite.
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touching
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This object is populated with boolean values when the Body collides with another. touching.up = true means the collision happened to the top of this Body for example.
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Properties:
Name Type Description touching
object An object containing touching results.
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velocity
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Properties:
Name Type Description velocity
Phaser.Point The velocity in pixels per second sq. of the Body.
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wasTouching
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This object is populated with previous touching values from the bodies previous collision.
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Properties:
Name Type Description wasTouching
object An object containing previous touching results.
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width
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Properties:
Name Type Description width
number The calculated width of the physics body.
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<readonly> x
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Properties:
Name Type Description x
number The x position of the physics body.
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<readonly> y
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Properties:
Name Type Description y
number The y position of the physics body.
Methods
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deltaAbsX() → {number}
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Returns the absolute delta x value.
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Returns:
The absolute delta value.
- Type
- number
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deltaAbsY() → {number}
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Returns the absolute delta y value.
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Returns:
The absolute delta value.
- Type
- number
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deltaX() → {number}
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Returns the delta x value. The difference between Body.x now and in the previous step.
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Returns:
The delta value.
- Type
- number
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deltaY() → {number}
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Returns the delta y value. The difference between Body.y now and in the previous step.
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Returns:
The delta value.
- Type
- number