new Arcade(game)
Arcade Physics constructor.
Parameters:
Name | Type | Description |
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game |
Phaser.Game | reference to the current game instance. |
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Classes
Members
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<static, constant> CIRCLE :number
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Type:
- number
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<static, constant> POLYGON :number
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Type:
- number
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<static, constant> RECT :number
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Type:
- number
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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 The World gravity setting. Defaults to x: 0, y: 0, or no gravity.
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maxLevels
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Properties:
Name Type Description maxLevels
number Used by the QuadTree to set the maximum number of iteration levels.
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maxObjects
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Properties:
Name Type Description maxObjects
number Used by the QuadTree to set the maximum number of objects per quad.
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quadTree
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Properties:
Name Type Description quadTree
Phaser.QuadTree The world QuadTree.
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worldBottom
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Properties:
Name Type Description worldBottom
SAT.Box The bottom of the physics bounds.
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worldLeft
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Properties:
Name Type Description worldLeft
SAT.Box The left hand side of the physics bounds.
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worldPolys
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Properties:
Name Type Description worldPolys
array.<SAT.Polygon> An array of the polygon data from the physics bounds.
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worldRight
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Properties:
Name Type Description worldRight
SAT.Box The right hand side of the physics bounds.
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worldTop
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Properties:
Name Type Description worldTop
SAT.Box The top side of the physics bounds.
Methods
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accelerateToObject(displayObject, destination, speed, xSpeedMax, ySpeedMax) → {number}
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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.
Parameters:
Name Type Argument Default Description displayObject
any The display object to move.
destination
any The display object to move towards. Can be any object but must have visible x/y properties.
speed
number <optional>
60 The speed it will accelerate in pixels per second.
xSpeedMax
number <optional>
500 The maximum x velocity the display object can reach.
ySpeedMax
number <optional>
500 The maximum y velocity the display object can reach.
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Returns:
The angle (in radians) that the object should be visually set to in order to match its new trajectory.
- Type
- number
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accelerateToPointer(displayObject, pointer, speed, xSpeedMax, ySpeedMax) → {number}
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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.
Parameters:
Name Type Argument Default Description displayObject
any The display object to move.
pointer
Phaser.Pointer <optional>
The pointer to move towards. Defaults to Phaser.Input.activePointer.
speed
number <optional>
60 The speed it will accelerate in pixels per second.
xSpeedMax
number <optional>
500 The maximum x velocity the display object can reach.
ySpeedMax
number <optional>
500 The maximum y velocity the display object can reach.
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Returns:
The angle (in radians) that the object should be visually set to in order to match its new trajectory.
- Type
- number
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accelerateToXY(displayObject, x, y, speed, xSpeedMax, ySpeedMax) → {number}
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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.
Parameters:
Name Type Argument Default Description displayObject
any The display object to move.
x
number The x coordinate to accelerate towards.
y
number The y coordinate to accelerate towards.
speed
number <optional>
60 The speed it will accelerate in pixels per second.
xSpeedMax
number <optional>
500 The maximum x velocity the display object can reach.
ySpeedMax
number <optional>
500 The maximum y velocity the display object can reach.
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Returns:
The angle (in radians) that the object should be visually set to in order to match its new trajectory.
- Type
- number
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accelerationFromRotation(rotation, speed, point) → {Phaser.Point}
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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.
Parameters:
Name Type Argument Default Description rotation
number The angle in radians.
speed
number <optional>
60 The speed it will move, in pixels per second sq.
point
Phaser.Point | object <optional>
The Point object in which the x and y properties will be set to the calculated acceleration.
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Returns:
- A Point where point.x contains the acceleration x value and point.y contains the acceleration y value.
- Type
- Phaser.Point
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angleBetween(source, target) → {number}
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Find the angle in radians between two display objects (like Sprites).
Parameters:
Name Type Description source
any The Display Object to test from.
target
any The Display Object to test to.
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Returns:
The angle in radians between the source and target display objects.
- Type
- number
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angleToPointer(displayObject, pointer) → {number}
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Find the angle in radians between a display object (like a Sprite) and a Pointer, taking their x/y and center into account.
Parameters:
Name Type Argument Description displayObject
any The Display Object to test from.
pointer
Phaser.Pointer <optional>
The Phaser.Pointer to test to. If none is given then Input.activePointer is used.
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Returns:
The angle in radians between displayObject.x/y to Pointer.x/y
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- number
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angleToXY(displayObject, x, y) → {number}
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Find the angle in radians between a display object (like a Sprite) and the given x/y coordinate.
Parameters:
Name Type Description displayObject
any The Display Object to test from.
x
number The x coordinate to get the angle to.
y
number The y coordinate to get the angle to.
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Returns:
The angle in radians between displayObject.x/y to Pointer.x/y
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- number
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checkBounds(The) → {boolean}
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Checks the given Physics.Body against the Physics Bounds, if any are set, and separates them, setting the blocked flags on the Body as it does so.
Parameters:
Name Type Description The
Phaser.Physics.Arcade.Body Body object to be checked.
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Returns:
True if the body hit the bounds, otherwise false.
- Type
- boolean
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collide(object1, object2, collideCallback, processCallback, callbackContext) → {boolean}
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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.
Parameters:
Name Type Argument Default Description object1
Phaser.Sprite | Phaser.Group | Phaser.Particles.Emitter | Phaser.Tilemap The first object to check. Can be an instance of Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter, or Phaser.Tilemap.
object2
Phaser.Sprite | Phaser.Group | Phaser.Particles.Emitter | Phaser.Tilemap | array The second object or array of objects to check. Can be Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter or Phaser.Tilemap.
collideCallback
function <optional>
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.
processCallback
function <optional>
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.
callbackContext
object <optional>
The context in which to run the callbacks.
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Returns:
True if a collision occured otherwise false.
- Type
- boolean
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distanceBetween(source, target) → {number}
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Find the distance between two display objects (like Sprites).
Parameters:
Name Type Description source
any The Display Object to test from.
target
any The Display Object to test to.
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Returns:
The distance between the source and target objects.
- Type
- number
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distanceToPointer(displayObject, pointer) → {number}
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Find the distance between a display object (like a Sprite) and a Pointer. If no Pointer is given the Input.activePointer is used. The calculation is made from the display objects x/y coordinate. This may be the top-left if its anchor hasn't been changed. If you need to calculate from the center of a display object instead use the method distanceBetweenCenters()
Parameters:
Name Type Argument Description displayObject
any The Display Object to test from.
pointer
Phaser.Pointer <optional>
The Phaser.Pointer to test to. If none is given then Input.activePointer is used.
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Returns:
The distance between the object and the Pointer.
- Type
- number
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distanceToXY(displayObject, x, y) → {number}
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Find the distance between a display object (like a Sprite) and the given x/y coordinates. The calculation is made from the display objects x/y coordinate. This may be the top-left if its anchor hasn't been changed. If you need to calculate from the center of a display object instead use the method distanceBetweenCenters()
Parameters:
Name Type Description displayObject
any The Display Object to test from.
x
number The x coordinate to move towards.
y
number The y coordinate to move towards.
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Returns:
The distance between the object and the x/y coordinates.
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- number
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intersects(a, b) → {boolean}
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Performs a rect intersection test against the two objects. Objects must expose properties: width, height, left, right, top, bottom.
Parameters:
Name Type Description a
object The first object to test.
b
object The second object to test.
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Returns:
Returns true if the objects intersect, otherwise false.
- Type
- boolean
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moveToObject(displayObject, destination, speed, maxTime) → {number}
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Move the given display object towards the destination object 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)
Parameters:
Name Type Argument Default Description displayObject
any The display object to move.
destination
any The display object to move towards. Can be any object but must have visible x/y properties.
speed
number <optional>
60 The speed it will move, in pixels per second (default is 60 pixels/sec)
maxTime
number <optional>
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.
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Returns:
The angle (in radians) that the object should be visually set to in order to match its new velocity.
- Type
- number
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moveToPointer(displayObject, speed, pointer, maxTime) → {number}
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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.
Parameters:
Name Type Argument Default Description displayObject
any The display object to move.
speed
number <optional>
60 The speed it will move, in pixels per second (default is 60 pixels/sec)
pointer
Phaser.Pointer <optional>
The pointer to move towards. Defaults to Phaser.Input.activePointer.
maxTime
number <optional>
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.
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Returns:
The angle (in radians) that the object should be visually set to in order to match its new velocity.
- Type
- number
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moveToXY(displayObject, x, y, speed, maxTime) → {number}
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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)
Parameters:
Name Type Argument Default Description displayObject
any The display object to move.
x
number The x coordinate to move towards.
y
number The y coordinate to move towards.
speed
number <optional>
60 The speed it will move, in pixels per second (default is 60 pixels/sec)
maxTime
number <optional>
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.
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Returns:
The angle (in radians) that the object should be visually set to in order to match its new velocity.
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- number
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overlap(object1, object2, overlapCallback, processCallback, callbackContext) → {boolean}
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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.
Parameters:
Name Type Argument Default Description object1
Phaser.Sprite | Phaser.Group | Phaser.Particles.Emitter The first object to check. Can be an instance of Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.
object2
Phaser.Sprite | Phaser.Group | Phaser.Particles.Emitter | array The second object or array of objects to check. Can be Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.
overlapCallback
function <optional>
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.
processCallback
function <optional>
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.
callbackContext
object <optional>
The context in which to run the callbacks.
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Returns:
True if an overlap occured otherwise false.
- Type
- boolean
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<protected> processTileSeparation(body1) → {boolean}
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Internal function to process the separation of a physics body from a tile.
Parameters:
Name Type Description body1
Phaser.Physics.Arcade.Body The Body object to separate.
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Returns:
Returns true if separated, false if not.
- Type
- boolean
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separate(body1, body2, processCallback, callbackContext) → {boolean}
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The core separation function to separate two physics bodies.
Parameters:
Name Type Argument Default Description body1
Phaser.Physics.Arcade.Body The Body object to separate.
body2
Phaser.Physics.Arcade.Body The Body object to separate.
processCallback
function <optional>
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.
callbackContext
object <optional>
The context in which to run the process callback.
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Returns:
Returns true if the bodies collided, otherwise false.
- Type
- boolean
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separateTile(body, tile) → {boolean}
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The core separation function to separate a physics body and a tile.
Parameters:
Name Type Description body
Phaser.Physics.Arcade.Body The Body object to separate.
tile
Phaser.Tile The tile to collide against.
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Returns:
Returns true if the body was separated, otherwise false.
- Type
- boolean
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separateTiles(body, tiles) → {boolean}
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The core separation function to separate a physics body and an array of tiles.
Parameters:
Name Type Description body
Phaser.Physics.Arcade.Body The Body object to separate.
tiles
array.<Phaser.Tile> The array of tiles to collide against.
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Returns:
Returns true if the body was separated, otherwise false.
- Type
- boolean
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setBounds(x, y, width, height, left, right, top, bottom)
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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.
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setBoundsToWorld(left, right, top, bottom)
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Sets the bounds of the Physics world to match the Game.World. You can optionally set which 'walls' to create: left, right, top or bottom.
Parameters:
Name Type Argument Default Description 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.
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tileIntersects(body, tile) → {boolean}
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Performs a rect intersection test against the two objects. Objects must expose properties: width, height, left, right, top, bottom.
Parameters:
Name Type Description body
object The Body to test.
tile
object The Tile to test.
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Returns:
Returns true if the objects intersect, otherwise false.
- Type
- boolean
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updateMotion(The)
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Called automatically by a Physics body, it updates all motion related values on the Body.
Parameters:
Name Type Description The
Phaser.Physics.Arcade.Body Body object to be updated.
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velocityFromAngle(angle, speed, point) → {Phaser.Point}
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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.
Parameters:
Name Type Argument Default Description angle
number The angle in degrees calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
speed
number <optional>
60 The speed it will move, in pixels per second sq.
point
Phaser.Point | object <optional>
The Point object in which the x and y properties will be set to the calculated velocity.
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Returns:
- A Point where point.x contains the velocity x value and point.y contains the velocity y value.
- Type
- Phaser.Point
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velocityFromRotation(rotation, speed, point) → {Phaser.Point}
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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.
Parameters:
Name Type Argument Default Description rotation
number The angle in radians.
speed
number <optional>
60 The speed it will move, in pixels per second sq.
point
Phaser.Point | object <optional>
The Point object in which the x and y properties will be set to the calculated velocity.
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Returns:
- A Point where point.x contains the velocity x value and point.y contains the velocity y value.
- Type
- Phaser.Point