new P2(game, config)
This is your main access to the P2 Physics World. From here you can create materials, listen for events and add bodies into the physics simulation.
Parameters:
Name | Type | Argument | Description |
---|---|---|---|
game |
Phaser.Game | Reference to the current game instance. |
|
config |
object |
<optional> |
Physics configuration object passed in from the game constructor. |
- Source - physics/p2/World.js, line 20
Classes
- Body
- BodyDebug
- CollisionGroup
- ContactMaterial
- DistanceConstraint
- FixtureList
- GearConstraint
- InversePointProxy
- LockConstraint
- Material
- PointProxy
- PrismaticConstraint
- RevoluteConstraint
- RotationalSpring
- Spring
Members
-
applyDamping :boolean
-
Enable to automatically apply body damping each step.
- Source - physics/p2/World.js, line 1838
-
applyGravity :boolean
-
Enable to automatically apply gravity each step.
- Source - physics/p2/World.js, line 1858
-
applySpringForces :boolean
-
Enable to automatically apply spring forces each step.
- Source - physics/p2/World.js, line 1818
-
boundsCollidesWith :array
-
An array of the bodies the world bounds collides with.
- Source - physics/p2/World.js, line 186
-
boundsCollisionGroup :Phaser.Physics.P2.CollisionGroup
-
A default collision group.
- Source - physics/p2/World.js, line 176
-
callbackContext :object
-
The context under which the callbacks are fired.
- Source - physics/p2/World.js, line 138
-
collisionGroups :array
-
An array containing the collision groups that have been defined in the World.
- Source - physics/p2/World.js, line 166
-
<internal> config :object
-
The p2 World configuration object.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - physics/p2/World.js, line 48
-
contactMaterial :p2.ContactMaterial
-
The default Contact Material being used by the World.
- Source - physics/p2/World.js, line 1798
-
emitImpactEvent :boolean
-
Set to true if you want to the world to emit the "impact" event. Turning this off could improve performance.
- Source - physics/p2/World.js, line 1913
-
everythingCollisionGroup :Phaser.Physics.P2.CollisionGroup
-
A default collision group.
- Source - physics/p2/World.js, line 181
-
frameRate :number
-
The frame rate the world will be stepped at. Defaults to 1 / 60, but you can change here. Also see useElapsedTime property.
- Source - physics/p2/World.js, line 60
-
friction :number
-
Friction between colliding bodies. This value is used if no matching ContactMaterial is found for a Material pair.
- Source - physics/p2/World.js, line 1758
-
game :Phaser.Game
-
Local reference to game.
- Source - physics/p2/World.js, line 25
-
gravity :Phaser.Physics.P2.InversePointProxy
-
The gravity applied to all bodies each step.
- Source - physics/p2/World.js, line 83
-
<internal> materials :array.<Phaser.Physics.P2.Material>
-
A local array of all created Materials.
Type:
- array.<Phaser.Physics.P2.Material>
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - physics/p2/World.js, line 78
-
nothingCollisionGroup :Phaser.Physics.P2.CollisionGroup
-
A default collision group.
- Source - physics/p2/World.js, line 171
-
onBeginContact :Phaser.Signal
-
Dispatched when a first contact is created between two bodies. This event is fired before the step has been done.
- Source - physics/p2/World.js, line 143
-
onBodyAdded :Phaser.Signal
-
Dispatched when a new Body is added to the World.
- Source - physics/p2/World.js, line 93
-
onBodyRemoved :Phaser.Signal
-
Dispatched when a Body is removed from the World.
- Source - physics/p2/World.js, line 98
-
onConstraintAdded :Phaser.Signal
-
Dispatched when a new Constraint is added to the World.
- Source - physics/p2/World.js, line 113
-
onConstraintRemoved :Phaser.Signal
-
Dispatched when a Constraint is removed from the World.
- Source - physics/p2/World.js, line 118
-
onContactMaterialAdded :Phaser.Signal
-
Dispatched when a new ContactMaterial is added to the World.
- Source - physics/p2/World.js, line 123
-
onContactMaterialRemoved :Phaser.Signal
-
Dispatched when a ContactMaterial is removed from the World.
- Source - physics/p2/World.js, line 128
-
onEndContact :Phaser.Signal
-
Dispatched when final contact occurs between two bodies. This event is fired before the step has been done.
- Source - physics/p2/World.js, line 148
-
onSpringAdded :Phaser.Signal
-
Dispatched when a new Spring is added to the World.
- Source - physics/p2/World.js, line 103
-
onSpringRemoved :Phaser.Signal
-
Dispatched when a Spring is removed from the World.
- Source - physics/p2/World.js, line 108
-
paused :boolean
-
The paused state of the P2 World.
- Default Value:
- false
- Source - physics/p2/World.js, line 72
-
postBroadphaseCallback :function
-
A postBroadphase callback.
- Source - physics/p2/World.js, line 133
-
restitution :number
-
Default coefficient of restitution between colliding bodies. This value is used if no matching ContactMaterial is found for a Material pair.
- Source - physics/p2/World.js, line 1778
-
sleepMode :number
-
How to deactivate bodies during simulation. Possible modes are: World.NO_SLEEPING, World.BODY_SLEEPING and World.ISLAND_SLEEPING. If sleeping is enabled, you might need to wake up the bodies if they fall asleep when they shouldn't. If you want to enable sleeping in the world, but want to disable it for a particular body, see Body.allowSleep.
- Source - physics/p2/World.js, line 1933
-
solveConstraints :boolean
-
Enable/disable constraint solving in each step.
- Source - physics/p2/World.js, line 1878
-
<readonly> time :boolean
-
The World time.
- Source - physics/p2/World.js, line 1898
-
<readonly> total :number
-
The total number of bodies in the world.
- Source - physics/p2/World.js, line 1955
-
useElapsedTime :boolean
-
If true the frameRate value will be ignored and instead p2 will step with the value of Game.Time.physicsElapsed, which is a delta time value.
- Default Value:
- false
- Source - physics/p2/World.js, line 66
-
walls :object
-
An object containing the 4 wall bodies that bound the physics world.
- Source - physics/p2/World.js, line 88
-
<internal> world :p2.World
-
The p2 World in which the simulation is run.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - physics/p2/World.js, line 54
Methods
-
addBody(body) → {boolean}
-
Add a body to the world.
Parameters:
Name Type Description body
Phaser.Physics.P2.Body The Body to add to the World.
Returns:
boolean -True if the Body was added successfully, otherwise false.
- Source - physics/p2/World.js, line 808
-
addConstraint(constraint) → {Phaser.Physics.P2.Constraint}
-
Adds a Constraint to the world.
Parameters:
Name Type Description constraint
Phaser.Physics.P2.Constraint The Constraint to add to the World.
Returns:
Phaser.Physics.P2.Constraint -The Constraint that was added.
- Source - physics/p2/World.js, line 1040
-
addContactMaterial(material) → {Phaser.Physics.P2.ContactMaterial}
-
Adds a Contact Material to the world.
Parameters:
Name Type Description material
Phaser.Physics.P2.ContactMaterial The Contact Material to be added to the World.
Returns:
The Contact Material that was added.
- Source - physics/p2/World.js, line 1074
-
addSpring(spring) → {Phaser.Physics.P2.Spring}
-
Adds a Spring to the world.
Parameters:
Name Type Description spring
Phaser.Physics.P2.Spring | p2.LinearSpring | p2.RotationalSpring The Spring to add to the World.
Returns:
The Spring that was added.
- Source - physics/p2/World.js, line 852
-
beginContactHandler(event)
-
Handles a p2 begin contact event.
Parameters:
Name Type Description event
object The event data.
- Source - physics/p2/World.js, line 424
-
clear()
-
Clears all bodies from the simulation, resets callbacks and resets the collision bitmask.
The P2 world is also cleared:
- Removes all solver equations
- Removes all constraints
- Removes all bodies
- Removes all springs
- Removes all contact materials
This is called automatically when you switch state.
- Source - physics/p2/World.js, line 724
-
clearTilemapLayerBodies(map, layer)
-
Clears all physics bodies from the given TilemapLayer that were created with
World.convertTilemap
.Parameters:
Name Type Argument Description map
Phaser.Tilemap The Tilemap to get the map data from.
layer
number | string | Phaser.TilemapLayer <optional>
The layer to operate on. If not given will default to map.currentLayer.
- Source - physics/p2/World.js, line 1585
-
convertCollisionObjects(map, layer, addToWorld) → {array}
-
Converts all of the polylines objects inside a Tiled ObjectGroup into physics bodies that are added to the world. Note that the polylines must be created in such a way that they can withstand polygon decomposition.
Parameters:
Name Type Argument Default Description map
Phaser.Tilemap The Tilemap to get the map data from.
layer
number | string | Phaser.TilemapLayer <optional>
The layer to operate on. If not given will default to map.currentLayer.
addToWorld
boolean <optional>
true If true it will automatically add each body to the world.
Returns:
array -An array of the Phaser.Physics.Body objects that have been created.
- Source - physics/p2/World.js, line 1544
-
convertTilemap(map, layer, addToWorld, optimize) → {array}
-
Goes through all tiles in the given Tilemap and TilemapLayer and converts those set to collide into physics bodies. Only call this after you have specified all of the tiles you wish to collide with calls like Tilemap.setCollisionBetween, etc. Every time you call this method it will destroy any previously created bodies and remove them from the world. Therefore understand it's a very expensive operation and not to be done in a core game update loop.
Parameters:
Name Type Argument Default Description map
Phaser.Tilemap The Tilemap to get the map data from.
layer
number | string | Phaser.TilemapLayer <optional>
The layer to operate on. If not given will default to map.currentLayer.
addToWorld
boolean <optional>
true If true it will automatically add each body to the world, otherwise it's up to you to do so.
optimize
boolean <optional>
true If true adjacent colliding tiles will be combined into a single body to save processing. However it means you cannot perform specific Tile to Body collision responses.
Returns:
array -An array of the Phaser.Physics.P2.Body objects that were created.
- Source - physics/p2/World.js, line 1607
-
createBody(x, y, mass, addToWorld, options, points) → {Phaser.Physics.P2.Body}
-
Creates a new Body and adds it to the World.
Parameters:
Name Type Argument Default Description x
number The x coordinate of Body.
y
number The y coordinate of Body.
mass
number The mass of the Body. A mass of 0 means a 'static' Body is created.
addToWorld
boolean <optional>
false Automatically add this Body to the world? (usually false as it won't have any shapes on construction).
options
object An object containing the build options:
Properties
Name Type Argument Default Description optimalDecomp
boolean <optional>
false Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices.
skipSimpleCheck
boolean <optional>
false Set to true if you already know that the path is not intersecting itself.
removeCollinearPoints
boolean | number <optional>
false Set to a number (angle threshold value) to remove collinear points, or false to keep all points.
points
Array.<number> | number 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.
setPolygon(options, x,y, x,y, x,y, ...)
wherex
andy
are numbers.Returns:
The body
- Source - physics/p2/World.js, line 1461
-
createCollisionGroup(object)
-
Creates a new Collision Group and optionally applies it to the given object. Collision Groups are handled using bitmasks, therefore you have a fixed limit you can create before you need to re-use older groups.
Parameters:
Name Type Argument Description object
Phaser.Group | Phaser.Sprite <optional>
An optional Sprite or Group to apply the Collision Group to. If a Group is given it will be applied to all top-level children.
- Source - physics/p2/World.js, line 1330
-
createContactMaterial(materialA, materialB, options) → {Phaser.Physics.P2.ContactMaterial}
-
Creates a Contact Material from the two given Materials. You can then edit the properties of the Contact Material directly.
Parameters:
Name Type Argument Description materialA
Phaser.Physics.P2.Material <optional>
The first Material to create the ContactMaterial from. If undefined it will create a new Material object first.
materialB
Phaser.Physics.P2.Material <optional>
The second Material to create the ContactMaterial from. If undefined it will create a new Material object first.
options
object <optional>
Material options object.
Returns:
The Contact Material that was created.
- Source - physics/p2/World.js, line 1167
-
createDistanceConstraint(bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce) → {Phaser.Physics.P2.DistanceConstraint}
-
Creates a constraint that tries to keep the distance between two bodies constant.
Parameters:
Name Type Argument Description bodyA
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body.
bodyB
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body.
distance
number The distance to keep between the bodies.
localAnchorA
Array <optional>
The anchor point for bodyA, defined locally in bodyA frame. Defaults to [0,0].
localAnchorB
Array <optional>
The anchor point for bodyB, defined locally in bodyB frame. Defaults to [0,0].
maxForce
number <optional>
The maximum force that should be applied to constrain the bodies.
Returns:
The constraint
- Source - physics/p2/World.js, line 900
-
createGearConstraint(bodyA, bodyB, angle, ratio) → {Phaser.Physics.P2.GearConstraint}
-
Creates a constraint that tries to keep the distance between two bodies constant.
Parameters:
Name Type Argument Default Description bodyA
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body.
bodyB
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body.
angle
number <optional>
0 The relative angle
ratio
number <optional>
1 The gear ratio.
Returns:
The constraint
- Source - physics/p2/World.js, line 928
-
createLockConstraint(bodyA, bodyB, offset, angle, maxForce) → {Phaser.Physics.P2.LockConstraint}
-
Locks the relative position between two bodies.
Parameters:
Name Type Argument Default Description bodyA
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body.
bodyB
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body.
offset
Array <optional>
The offset of bodyB in bodyA's frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
angle
number <optional>
0 The angle of bodyB in bodyA's frame.
maxForce
number <optional>
The maximum force that should be applied to constrain the bodies.
Returns:
The constraint
- Source - physics/p2/World.js, line 983
-
createMaterial(name, body) → {Phaser.Physics.P2.Material}
-
Creates a Material. Materials are applied to Shapes owned by a Body and can be set with Body.setMaterial(). Materials are a way to control what happens when Shapes collide. Combine unique Materials together to create Contact Materials. Contact Materials have properties such as friction and restitution that allow for fine-grained collision control between different Materials.
Parameters:
Name Type Argument Description name
string <optional>
Optional name of the Material. Each Material has a unique ID but string names are handy for debugging.
body
Phaser.Physics.P2.Body <optional>
Optional Body. If given it will assign the newly created Material to the Body shapes.
Returns:
The Material that was created. This is also stored in Phaser.Physics.P2.materials.
- Source - physics/p2/World.js, line 1140
-
createParticle(x, y, mass, addToWorld, options, points)
-
Creates a new Particle and adds it to the World.
Parameters:
Name Type Argument Default Description x
number The x coordinate of Body.
y
number The y coordinate of Body.
mass
number The mass of the Body. A mass of 0 means a 'static' Body is created.
addToWorld
boolean <optional>
false Automatically add this Body to the world? (usually false as it won't have any shapes on construction).
options
object An object containing the build options:
Properties
Name Type Argument Default Description optimalDecomp
boolean <optional>
false Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices.
skipSimpleCheck
boolean <optional>
false Set to true if you already know that the path is not intersecting itself.
removeCollinearPoints
boolean | number <optional>
false Set to a number (angle threshold value) to remove collinear points, or false to keep all points.
points
Array.<number> | number 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.
setPolygon(options, x,y, x,y, x,y, ...)
wherex
andy
are numbers.- Source - physics/p2/World.js, line 1503
-
createPrismaticConstraint(bodyA, bodyB, lockRotation, anchorA, anchorB, axis, maxForce) → {Phaser.Physics.P2.PrismaticConstraint}
-
Constraint that only allows bodies to move along a line, relative to each other. See http://www.iforce2d.net/b2dtut/joints-prismatic
Parameters:
Name Type Argument Default Description bodyA
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body.
bodyB
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body.
lockRotation
boolean <optional>
true If set to false, bodyB will be free to rotate around its anchor point.
anchorA
Array <optional>
Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
anchorB
Array <optional>
Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
axis
Array <optional>
An axis, defined in body A frame, that body B's anchor point may slide along. The value is an array with 2 elements matching x and y, i.e: [32, 32].
maxForce
number <optional>
The maximum force that should be applied to constrain the bodies.
Returns:
The constraint
- Source - physics/p2/World.js, line 1010
-
createRevoluteConstraint(bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot) → {Phaser.Physics.P2.RevoluteConstraint}
-
Connects two bodies at given offset points, letting them rotate relative to each other around this point. The pivot points are given in world (pixel) coordinates.
Parameters:
Name Type Argument Default Description bodyA
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body.
pivotA
Array The point relative to the center of mass of bodyA which bodyA is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32].
bodyB
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body.
pivotB
Array The point relative to the center of mass of bodyB which bodyB is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32].
maxForce
number <optional>
0 The maximum force that should be applied to constrain the bodies.
worldPivot
Float32Array <optional>
null A pivot point given in world coordinates. If specified, localPivotA and localPivotB are automatically computed from this value.
Returns:
The constraint
- Source - physics/p2/World.js, line 954
-
createRotationalSpring(bodyA, bodyB, restAngle, stiffness, damping) → {Phaser.Physics.P2.RotationalSpring}
-
Creates a rotational spring, connecting two bodies. A spring can have a resting length, a stiffness and damping.
Parameters:
Name Type Argument Default Description bodyA
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body.
bodyB
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body.
restAngle
number <optional>
The relative angle of bodies at which the spring is at rest. If not given, it's set to the current relative angle between the bodies.
stiffness
number <optional>
100 Stiffness of the spring. A number >= 0.
damping
number <optional>
1 Damping of the spring. A number >= 0.
Returns:
The spring
- Source - physics/p2/World.js, line 1434
-
createSpring(bodyA, bodyB, restLength, stiffness, damping, worldA, worldB, localA, localB) → {Phaser.Physics.P2.Spring}
-
Creates a linear spring, connecting two bodies. A spring can have a resting length, a stiffness and damping.
Parameters:
Name Type Argument Default Description bodyA
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body.
bodyB
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body.
restLength
number <optional>
1 Rest length of the spring. A number > 0.
stiffness
number <optional>
100 Stiffness of the spring. A number >= 0.
damping
number <optional>
1 Damping of the spring. A number >= 0.
worldA
Array <optional>
Where to hook the spring to body A in world coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].
worldB
Array <optional>
Where to hook the spring to body B in world coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].
localA
Array <optional>
Where to hook the spring to body A in local body coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].
localB
Array <optional>
Where to hook the spring to body B in local body coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].
Returns:
The spring
- Source - physics/p2/World.js, line 1403
-
destroy()
-
Clears all bodies from the simulation and unlinks World from Game. Should only be called on game shutdown. Call
clear
on a State change.- Source - physics/p2/World.js, line 795
-
enable(object, debug, children)
-
This will create a P2 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. Note: When the game object is enabled for P2 physics it has its anchor x/y set to 0.5 so it becomes centered.
Parameters:
Name Type Argument Default Description object
object | array | Phaser.Group 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.debug
boolean <optional>
false Create a debug object to go with this body?
children
boolean <optional>
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.
- Source - physics/p2/World.js, line 237
-
enableBody(object, debug)
-
Creates a P2 Physics body on the given game object. A game object can only have 1 physics body active at any one time, and it can't be changed until the body is nulled.
Parameters:
Name Type Description object
object The game object to create the physics body on. A body will only be created if this object has a null
body
property.debug
boolean Create a debug object to go with this body?
- Source - physics/p2/World.js, line 296
-
endContactHandler(event)
-
Handles a p2 end contact event.
Parameters:
Name Type Description event
object The event data.
- Source - physics/p2/World.js, line 446
-
getBodies() → {array.<Phaser.Physics.P2.Body>}
-
Populates and returns an array with references to of all current Bodies in the world.
Returns:
array.<Phaser.Physics.P2.Body> -An array containing all current Bodies in the world.
- Source - physics/p2/World.js, line 1187
-
getBody(object) → {p2.Body}
-
Checks the given object to see if it has a p2.Body and if so returns it.
Parameters:
Name Type Description object
object The object to check for a p2.Body on.
Returns:
p2.Body -The p2.Body, or null if not found.
- Source - physics/p2/World.js, line 1207
-
getConstraints() → {array.<Phaser.Physics.P2.Constraint>}
-
Populates and returns an array of all current Constraints in the world.
Returns:
array.<Phaser.Physics.P2.Constraint> -An array containing all current Constraints in the world.
- Source - physics/p2/World.js, line 1256
-
getContactMaterial(materialA, materialB) → {Phaser.Physics.P2.ContactMaterial|boolean}
-
Gets a Contact Material based on the two given Materials.
Parameters:
Name Type Description materialA
Phaser.Physics.P2.Material The first Material to search for.
materialB
Phaser.Physics.P2.Material The second Material to search for.
Returns:
Phaser.Physics.P2.ContactMaterial | boolean -The Contact Material or false if none was found matching the Materials given.
- Source - physics/p2/World.js, line 1108
-
getSprings() → {array.<Phaser.Physics.P2.Spring>}
-
Populates and returns an array of all current Springs in the world.
Returns:
array.<Phaser.Physics.P2.Spring> -An array containing all current Springs in the world.
- Source - physics/p2/World.js, line 1236
-
hitTest(worldPoint, bodies, precision, filterStatic) → {Array}
-
Test if a world point overlaps bodies. You will get an array of actual P2 bodies back. You can find out which Sprite a Body belongs to (if any) by checking the Body.parent.sprite property. Body.parent is a Phaser.Physics.P2.Body property.
Parameters:
Name Type Argument Default Description worldPoint
Phaser.Point Point to use for intersection tests. The points values must be in world (pixel) coordinates.
bodies
Array.<(Phaser.Physics.P2.Body|Phaser.Sprite|p2.Body)> <optional>
A list of objects to check for intersection. If not given it will check Phaser.Physics.P2.world.bodies (i.e. all world bodies)
precision
number <optional>
5 Used for matching against particles and lines. Adds some margin to these infinitesimal objects.
filterStatic
boolean <optional>
false If true all Static objects will be removed from the results array.
Returns:
Array -Array of bodies that overlap the point.
- Source - physics/p2/World.js, line 1276
-
mpx(v) → {number}
-
Convert p2 physics value (meters) to pixel scale. By default Phaser uses a scale of 20px per meter. If you need to modify this you can over-ride these functions via the Physics Configuration object.
Parameters:
Name Type Description v
number The value to convert.
Returns:
number -The scaled value.
- Source - physics/p2/World.js, line 1696
-
mpxi(v) → {number}
-
Convert p2 physics value (meters) to pixel scale and inverses it. By default Phaser uses a scale of 20px per meter. If you need to modify this you can over-ride these functions via the Physics Configuration object.
Parameters:
Name Type Description v
number The value to convert.
Returns:
number -The scaled value.
- Source - physics/p2/World.js, line 1726
-
pause()
-
Pauses the P2 World independent of the game pause state.
- Source - physics/p2/World.js, line 657
-
preUpdate()
-
Called at the start of the core update loop. Purges flagged bodies from the world.
- Source - physics/p2/World.js, line 219
-
pxm(v) → {number}
-
Convert pixel value to p2 physics scale (meters). By default Phaser uses a scale of 20px per meter. If you need to modify this you can over-ride these functions via the Physics Configuration object.
Parameters:
Name Type Description v
number The value to convert.
Returns:
number -The scaled value.
- Source - physics/p2/World.js, line 1711
-
pxmi(v) → {number}
-
Convert pixel value to p2 physics scale (meters) and inverses it. By default Phaser uses a scale of 20px per meter. If you need to modify this you can over-ride these functions via the Physics Configuration object.
Parameters:
Name Type Description v
number The value to convert.
Returns:
number -The scaled value.
- Source - physics/p2/World.js, line 1741
-
removeBody(body) → {Phaser.Physics.P2.Body}
-
Removes a body from the world. This will silently fail if the body wasn't part of the world to begin with.
Parameters:
Name Type Description body
Phaser.Physics.P2.Body The Body to remove from the World.
Returns:
The Body that was removed.
- Source - physics/p2/World.js, line 832
-
removeBodyNextStep(body)
-
This will add a P2 Physics body into the removal list for the next step.
Parameters:
Name Type Description body
Phaser.Physics.P2.Body The body to remove at the start of the next step.
- Source - physics/p2/World.js, line 207
-
removeConstraint(constraint) → {Phaser.Physics.P2.Constraint}
-
Removes a Constraint from the world.
Parameters:
Name Type Description constraint
Phaser.Physics.P2.Constraint The Constraint to be removed from the World.
Returns:
Phaser.Physics.P2.Constraint -The Constraint that was removed.
- Source - physics/p2/World.js, line 1057
-
removeContactMaterial(material) → {Phaser.Physics.P2.ContactMaterial}
-
Removes a Contact Material from the world.
Parameters:
Name Type Description material
Phaser.Physics.P2.ContactMaterial The Contact Material to be removed from the World.
Returns:
The Contact Material that was removed.
- Source - physics/p2/World.js, line 1091
-
removeSpring(spring) → {Phaser.Physics.P2.Spring}
-
Removes a Spring from the world.
Parameters:
Name Type Description spring
Phaser.Physics.P2.Spring The Spring to remove from the World.
Returns:
The Spring that was removed.
- Source - physics/p2/World.js, line 876
-
reset()
-
Called by Phaser.Physics when a State swap occurs. Starts the begin and end Contact listeners again.
- Source - physics/p2/World.js, line 703
-
resume()
-
Resumes a paused P2 World.
- Source - physics/p2/World.js, line 668
-
setBounds(x, y, width, height, left, right, top, bottom, setCollisionGroup)
-
Sets the bounds of the Physics world to match the given world pixel dimensions. You can optionally set which 'walls' to create: left, right, top or bottom.
Parameters:
Name Type Argument Default Description x
number The x coordinate of the top-left corner of the bounds.
y
number The y coordinate of the top-left corner of the bounds.
width
number The width of the bounds.
height
number The height of the bounds.
left
boolean <optional>
true If true will create the left bounds wall.
right
boolean <optional>
true If true will create the right bounds wall.
top
boolean <optional>
true If true will create the top bounds wall.
bottom
boolean <optional>
true If true will create the bottom bounds wall.
setCollisionGroup
boolean <optional>
true If true the Bounds will be set to use its own Collision Group.
- Source - physics/p2/World.js, line 560
-
setImpactEvents(state)
-
Impact event handling is disabled by default. Enable it before any impact events will be dispatched. In a busy world hundreds of impact events can be generated every step, so only enable this if you cannot do what you need via beginContact or collision masks.
Parameters:
Name Type Description state
boolean Set to true to enable impact events, or false to disable.
- Source - physics/p2/World.js, line 315
-
setMaterial(material, bodies)
-
Sets the given Material against all Shapes owned by all the Bodies in the given array.
Parameters:
Name Type Description material
Phaser.Physics.P2.Material The Material to be applied to the given Bodies.
bodies
array.<Phaser.Physics.P2.Body> An Array of Body objects that the given Material will be set on.
- Source - physics/p2/World.js, line 1122
-
setPostBroadphaseCallback(callback, context)
-
Sets a callback to be fired after the Broadphase has collected collision pairs in the world. Just because a pair exists it doesn't mean they will collide, just that they potentially could do. If your calback returns
false
the pair will be removed from the narrowphase. This will stop them testing for collision this step. Returningtrue
from the callback will ensure they are checked in the narrowphase.Parameters:
Name Type Description callback
function The callback that will receive the postBroadphase event data. It must return a boolean. Set to null to disable an existing callback.
context
object The context under which the callback will be fired.
- Source - physics/p2/World.js, line 335
-
toJSON() → {object}
-
Converts the current world into a JSON object.
Returns:
object -A JSON representation of the world.
- Source - physics/p2/World.js, line 1318
-
update()
-
Internal P2 update loop.
- Source - physics/p2/World.js, line 679
-
updateBoundsCollisionGroup(setCollisionGroup)
-
By default the World will be set to collide everything with everything. The bounds of the world is a Body with 4 shapes, one for each face. If you start to use your own collision groups then your objects will no longer collide with the bounds. To fix this you need to adjust the bounds to use its own collision group first BEFORE changing your Sprites collision group.
Parameters:
Name Type Argument Default Description setCollisionGroup
boolean <optional>
true If true the Bounds will be set to use its own Collision Group.
- Source - physics/p2/World.js, line 524