new PhysicsBody()
The PhysicsBody component manages the Game Objects physics body and physics enabling.
It also overrides the x and y properties, ensuring that any manual adjustment of them is reflected in the physics body itself.
- Source - gameobjects/components/PhysicsBody.js, line 13
Members
-
body :Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null
-
body
is the Game Objects physics body. Once a Game Object is enabled for physics you access all associated
properties and methods via it.By default Game Objects won't add themselves to any physics system and their
body
property will benull
.To enable this Game Object for physics you need to call
game.physics.enable(object, system)
whereobject
is this object
andsystem
is the Physics system you are using. If none is given it defaults toPhaser.Physics.Arcade
.You can alternatively call
game.physics.arcade.enable(object)
, or add this Game Object to a physics enabled Group.Important: Enabling a Game Object for P2 or Ninja physics will automatically set its
anchor
property to 0.5,
so the physics body is centered on the Game Object.If you need a different result then adjust or re-create the Body shape offsets manually or reset the anchor after enabling physics.
Type:
- Source - gameobjects/components/PhysicsBody.js, line 91
-
x :number
-
The position of the Game Object on the x axis relative to the local coordinates of the parent.
- Source - gameobjects/components/PhysicsBody.js, line 98
-
y :number
-
The position of the Game Object on the y axis relative to the local coordinates of the parent.
Methods
-
<static> postUpdate()
-
The PhysicsBody component postUpdate handler.
Called automatically by the Game Object.- Source - gameobjects/components/PhysicsBody.js, line 61
-
<static> preUpdate()
-
The PhysicsBody component preUpdate handler.
Called automatically by the Game Object.- Source - gameobjects/components/PhysicsBody.js, line 21