Class: Body

Phaser.Physics.P2. Body

Physics Body Constructor

new Body(game, sprite, x, y, mass)

The Physics Body is typically linked to a single Sprite and defines properties that determine how the physics body is simulated. These properties affect how the body reacts to forces, what forces it generates on itself (to simulate friction), and how it reacts to collisions in the scene. In most cases, the properties are used to simulate physical effects. Each body also has its own property values that determine exactly how it reacts to forces and collisions in the scene. By default a single Rectangle shape is added to the Body that matches the dimensions of the parent Sprite. See addShape, removeShape, clearShapes to add extra shapes around the Body. Note: When bound to a Sprite to avoid single-pixel jitters on mobile devices we strongly recommend using Sprite sizes that are even on both axis, i.e. 128x128 not 127x127.

Parameters:
Name Type Argument Default Description
game Phaser.Game

Game reference to the currently running game.

sprite Phaser.Sprite <optional>

The Sprite object this physics body belongs to.

x number <optional>
0

The x coordinate of this Body.

y number <optional>
0

The y coordinate of this Body.

mass number <optional>
1

The default mass of this Body (0 = static).

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Members

<static> DYNAMIC :Number

Dynamic body.

Type:
  • Number
Properties:
Name Type Description
DYNAMIC
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<static> KINEMATIC :Number

Kinematic body.

Type:
  • Number
Properties:
Name Type Description
KINEMATIC
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<static> STATIC :Number

Static body.

Type:
  • Number
Properties:
Name Type Description
STATIC
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allowSleep

Properties:
Name Type Description
allowSleep boolean

-

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angle

The angle of the Body in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement Body.angle = 450 is the same as Body.angle = 90. If you wish to work in radians instead of degrees use the property Body.rotation instead. Working in radians is faster as it doesn't have to convert values.

Properties:
Name Type Description
angle number

The angle of this Body in degrees.

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angularDamping

Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second.

Properties:
Name Type Description
angularDamping number

The angular damping acting acting on the body.

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angularForce

Properties:
Name Type Description
angularForce number

The angular force acting on the body.

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angularVelocity

Properties:
Name Type Description
angularVelocity number

The angular velocity of the body.

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collideWorldBounds

A Body can be set to collide against the World bounds automatically if this is set to true. Otherwise it will leave the World. Note that this only applies if your World has bounds! The response to the collision should be managed via CollisionMaterials.

Properties:
Name Type Description
collideWorldBounds boolean

Should the Body collide with the World bounds?

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damping

Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second.

Properties:
Name Type Description
damping number

The linear damping acting on the body in the velocity direction.

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<protected> data

Properties:
Name Type Description
data p2.Body

The p2 Body data.

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debug

Properties:
Name Type Description
debug boolean

Enable or disable debug drawing of this body

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debugBody

Properties:
Name Type Description
debugBody Phaser.Physics.P2.BodyDebug

Reference to the debug body.

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dynamic

Properties:
Name Type Description
dynamic boolean

Returns true if the Body is dynamic. Setting Body.dynamic to 'false' will make it static.

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fixedRotation

Properties:
Name Type Description
fixedRotation boolean

-

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force

Properties:
Name Type Description
force Phaser.InversePointProxy

The force applied to the body.

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game

Properties:
Name Type Description
game Phaser.Game

Local reference to game.

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gravity

Properties:
Name Type Description
gravity Phaser.Point

A locally applied gravity force to the Body. Applied directly before the world step. NOTE: Not currently implemented.

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<readonly> id

Properties:
Name Type Description
id number

The Body ID. Each Body that has been added to the World has a unique ID.

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inertia

Properties:
Name Type Description
inertia number

The inertia of the body around the Z axis..

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kinematic

Properties:
Name Type Description
kinematic boolean

Returns true if the Body is kinematic. Setting Body.kinematic to 'false' will make it static.

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mass

Properties:
Name Type Description
mass number

-

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motionState

Properties:
Name Type Description
motionState number

The type of motion this body has. Should be one of: Body.STATIC (the body does not move), Body.DYNAMIC (body can move and respond to collisions) and Body.KINEMATIC (only moves according to its .velocity).

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offset

Properties:
Name Type Description
offset Phaser.Point

The offset of the Physics Body from the Sprite x/y position.

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onBeginContact

Dispatched when a first contact is created between shapes in two bodies. This event is fired during the step, so collision has already taken place. The event will be sent 4 parameters: The body it is in contact with, the shape from this body that caused the contact, the shape from the contact body and the contact equation data array.

Properties:
Name Type Description
onBeginContact Phaser.Signal
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onEndContact

Dispatched when contact ends between shapes in two bodies. This event is fired during the step, so collision has already taken place. The event will be sent 3 parameters: The body it is in contact with, the shape from this body that caused the contact and the shape from the contact body.

Properties:
Name Type Description
onEndContact Phaser.Signal
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onImpact

Dispatched when the shape/s of this Body impact with another. The event will be sent 2 parameters, this Body and the impact Body.

Properties:
Name Type Description
onImpact Phaser.Signal
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removeNextStep

Properties:
Name Type Description
removeNextStep boolean

To avoid deleting this body during a physics step, and causing all kinds of problems, set removeNextStep to true to have it removed in the next preUpdate.

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rotation

The angle of the Body in radians. If you wish to work in degrees instead of radians use the Body.angle property instead. Working in radians is faster as it doesn't have to convert values.

Properties:
Name Type Description
rotation number

The angle of this Body in radians.

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sleepSpeedLimit

Properties:
Name Type Description
sleepSpeedLimit number

.

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sprite

Properties:
Name Type Description
sprite Phaser.Sprite

Reference to the parent Sprite.

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static

Properties:
Name Type Description
static boolean

Returns true if the Body is static. Setting Body.static to 'false' will make it dynamic.

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type

Properties:
Name Type Description
type number

The type of physics system this body belongs to.

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velocity

Properties:
Name Type Description
velocity Phaser.InversePointProxy

The velocity of the body. Set velocity.x to a negative value to move to the left, position to the right. velocity.y negative values move up, positive move down.

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world

Properties:
Name Type Description
world Phaser.Physics.P2

Local reference to the P2 World.

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x

Properties:
Name Type Description
x number

The x coordinate of this Body.

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y

Properties:
Name Type Description
y number

The y coordinate of this Body.

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Methods

addCapsule(length, radius, offsetX, offsetY, rotation) → {p2.Capsule}

Adds a Capsule shape to this Body. You can control the offset from the center of the body and the rotation.

Parameters:
Name Type Argument Default Description
length number

The distance between the end points in pixels.

radius number

Radius of the capsule in radians.

offsetX number <optional>
0

Local horizontal offset of the shape relative to the body center of mass.

offsetY number <optional>
0

Local vertical offset of the shape relative to the body center of mass.

rotation number <optional>
0

Local rotation of the shape relative to the body center of mass, specified in radians.

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Returns:

The Capsule shape that was added to the Body.

Type
p2.Capsule

addCircle(radius, offsetX, offsetY, rotation) → {p2.Circle}

Adds a Circle shape to this Body. You can control the offset from the center of the body and the rotation.

Parameters:
Name Type Argument Default Description
radius number

The radius of this circle (in pixels)

offsetX number <optional>
0

Local horizontal offset of the shape relative to the body center of mass.

offsetY number <optional>
0

Local vertical offset of the shape relative to the body center of mass.

rotation number <optional>
0

Local rotation of the shape relative to the body center of mass, specified in radians.

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Returns:

The Circle shape that was added to the Body.

Type
p2.Circle

addLine(length, offsetX, offsetY, rotation) → {p2.Line}

Adds a Line shape to this Body. The line shape is along the x direction, and stretches from [-length/2, 0] to [length/2,0]. You can control the offset from the center of the body and the rotation.

Parameters:
Name Type Argument Default Description
length number

The length of this line (in pixels)

offsetX number <optional>
0

Local horizontal offset of the shape relative to the body center of mass.

offsetY number <optional>
0

Local vertical offset of the shape relative to the body center of mass.

rotation number <optional>
0

Local rotation of the shape relative to the body center of mass, specified in radians.

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Returns:

The Line shape that was added to the Body.

Type
p2.Line

addParticle(offsetX, offsetY, rotation) → {p2.Particle}

Adds a Particle shape to this Body. You can control the offset from the center of the body and the rotation.

Parameters:
Name Type Argument Default Description
offsetX number <optional>
0

Local horizontal offset of the shape relative to the body center of mass.

offsetY number <optional>
0

Local vertical offset of the shape relative to the body center of mass.

rotation number <optional>
0

Local rotation of the shape relative to the body center of mass, specified in radians.

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Returns:

The Particle shape that was added to the Body.

Type
p2.Particle

addPlane(offsetX, offsetY, rotation) → {p2.Plane}

Adds a Plane shape to this Body. The plane is facing in the Y direction. You can control the offset from the center of the body and the rotation.

Parameters:
Name Type Argument Default Description
offsetX number <optional>
0

Local horizontal offset of the shape relative to the body center of mass.

offsetY number <optional>
0

Local vertical offset of the shape relative to the body center of mass.

rotation number <optional>
0

Local rotation of the shape relative to the body center of mass, specified in radians.

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Returns:

The Plane shape that was added to the Body.

Type
p2.Plane

addPolygon(options, points) → {boolean}

Reads a polygon shape path, and assembles convex shapes from that and puts them at proper offset points. The shape must be simple and without holes. This function expects the x.y values to be given in pixels. If you want to provide them at p2 world scales then call Body.data.fromPolygon directly.

Parameters:
Name Type Description
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, ...) where x and y are numbers.

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Returns:

True on success, else false.

Type
boolean

addPolygonFixture(fixtureData)

Add a polygon fixture. This is used during #loadPhaserPolygon.

Parameters:
Name Type Description
fixtureData string

The data for the fixture. It contains: isSensor, filter (collision) and the actual polygon shapes.

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addRectangle(width, height, offsetX, offsetY, rotation) → {p2.Rectangle}

Adds a Rectangle shape to this Body. You can control the offset from the center of the body and the rotation.

Parameters:
Name Type Argument Default Description
width number

The width of the rectangle in pixels.

height number

The height of the rectangle in pixels.

offsetX number <optional>
0

Local horizontal offset of the shape relative to the body center of mass.

offsetY number <optional>
0

Local vertical offset of the shape relative to the body center of mass.

rotation number <optional>
0

Local rotation of the shape relative to the body center of mass, specified in radians.

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Returns:

The Rectangle shape that was added to the Body.

Type
p2.Rectangle

addShape(shape, offsetX, offsetY, rotation) → {p2.Circle|p2.Rectangle|p2.Plane|p2.Line|p2.Particle}

Add a shape to the body. You can pass a local transform when adding a shape, so that the shape gets an offset and an angle relative to the body center of mass. Will automatically update the mass properties and bounding radius.

Parameters:
Name Type Argument Default Description
shape *

The shape to add to the body.

offsetX number <optional>
0

Local horizontal offset of the shape relative to the body center of mass.

offsetY number <optional>
0

Local vertical offset of the shape relative to the body center of mass.

rotation number <optional>
0

Local rotation of the shape relative to the body center of mass, specified in radians.

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Returns:

The shape that was added to the body.

Type
p2.Circle | p2.Rectangle | p2.Plane | p2.Line | p2.Particle

addToWorld()

Adds this physics body to the world.

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adjustCenterOfMass()

Moves the shape offsets so their center of mass becomes the body center of mass.

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applyDamping(dt)

Apply damping, see http://code.google.com/p/bullet/issues/detail?id=74 for details.

Parameters:
Name Type Description
dt number

Current time step.

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applyForce(force, worldX, worldY)

Apply force to a world point. This could for example be a point on the RigidBody surface. Applying force this way will add to Body.force and Body.angularForce.

Parameters:
Name Type Description
force number

The force to add.

worldX number

The world x point to apply the force on.

worldY number

The world y point to apply the force on.

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clearCollision(clearGroup, clearMask, shape)

Clears the collision data from the shapes in this Body. Optionally clears Group and/or Mask.

Parameters:
Name Type Argument Default Description
clearGroup boolean <optional>
true

Clear the collisionGroup value from the shape/s?

clearMask boolean <optional>
true

Clear the collisionMask value from the shape/s?

shape p2.Shape <optional>

An optional Shape. If not provided the collision data will be cleared from all Shapes in this Body.

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clearShapes()

Removes all Shapes from this Body.

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collides(group, callback, callbackContext, shape)

Adds the given CollisionGroup, or array of CollisionGroups, to the list of groups that this body will collide with and updates the collision masks.

Parameters:
Name Type Argument Description
group Phaser.Physics.CollisionGroup | array

The Collision Group or Array of Collision Groups that this Bodies shapes will collide with.

callback function <optional>

Optional callback that will be triggered when this Body impacts with the given Group.

callbackContext object <optional>

The context under which the callback will be called.

shape p2.Shape <optional>

An optional Shape. If not provided the collision mask will be added to all Shapes in this Body.

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createBodyCallback(object, callback, callbackContext)

Sets a callback to be fired any time a shape in this Body impacts with a shape in the given Body. The impact test is performed against body.id values. The callback will be sent 4 parameters: This body, the body that impacted, the Shape in this body and the shape in the impacting body. Note that the impact event happens after collision resolution, so it cannot be used to prevent a collision from happening. It also happens mid-step. So do not destroy a Body during this callback, instead set safeDestroy to true so it will be killed on the next preUpdate.

Parameters:
Name Type Description
object Phaser.Sprite | Phaser.TileSprite | Phaser.Physics.P2.Body | p2.Body

The object to send impact events for.

callback function

The callback to fire on impact. Set to null to clear a previously set callback.

callbackContext object

The context under which the callback will fire.

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createGroupCallback(group, callback, callbackContext)

Sets a callback to be fired any time this Body impacts with the given Group. The impact test is performed against shape.collisionGroup values. The callback will be sent 4 parameters: This body, the body that impacted, the Shape in this body and the shape in the impacting body. This callback will only fire if this Body has been assigned a collision group. Note that the impact event happens after collision resolution, so it cannot be used to prevent a collision from happening. It also happens mid-step. So do not destroy a Body during this callback, instead set safeDestroy to true so it will be killed on the next preUpdate.

Parameters:
Name Type Description
group Phaser.Physics.CollisionGroup

The Group to send impact events for.

callback function

The callback to fire on impact. Set to null to clear a previously set callback.

callbackContext object

The context under which the callback will fire.

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destroy()

Destroys this Body and all references it holds to other objects.

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getCollisionMask() → {number}

Gets the collision bitmask from the groups this body collides with.

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Returns:

The bitmask.

Type
number

loadPhaserPolygon(key, object)

Reads the shape data from a physics data file stored in the Game.Cache and adds it as a polygon to this Body. The shape data format is based on the custom phaser export in.

Parameters:
Name Type Description
key string

The key of the Physics Data file as stored in Game.Cache.

object string

The key of the object within the Physics data file that you wish to load the shape data from.

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loadPolygon(key, object, options) → {boolean}

Reads the shape data from a physics data file stored in the Game.Cache and adds it as a polygon to this Body.

Parameters:
Name Type Description
key string

The key of the Physics Data file as stored in Game.Cache.

object string

The key of the object within the Physics data file that you wish to load the shape data from.

options object

An object containing the build options. Note that this isn't used if the data file contains multiple shapes.

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.

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Returns:

True on success, else false.

Type
boolean

loadPolygon(key, object, options) → {boolean}

Reads the physics data from a physics data file stored in the Game.Cache. It will add the shape data to this Body, as well as set the density (mass), friction and bounce (restitution) values.

Parameters:
Name Type Description
key string

The key of the Physics Data file as stored in Game.Cache.

object string

The key of the object within the Physics data file that you wish to load the shape data from.

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.

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Returns:

True on success, else false.

Type
boolean

moveBackward(speed)

Moves the Body backwards based on its current angle and the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).

Parameters:
Name Type Description
speed number

The speed at which it should move backwards.

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moveDown(speed)

If this Body is dynamic then this will move it down by setting its y velocity to the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).

Parameters:
Name Type Description
speed number

The speed at which it should move down, in pixels per second.

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moveForward(speed)

Moves the Body forwards based on its current angle and the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).

Parameters:
Name Type Description
speed number

The speed at which it should move forwards.

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moveLeft(speed)

If this Body is dynamic then this will move it to the left by setting its x velocity to the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).

Parameters:
Name Type Description
speed number

The speed at which it should move to the left, in pixels per second.

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moveRight(speed)

If this Body is dynamic then this will move it to the right by setting its x velocity to the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).

Parameters:
Name Type Description
speed number

The speed at which it should move to the right, in pixels per second.

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moveUp(speed)

If this Body is dynamic then this will move it up by setting its y velocity to the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).

Parameters:
Name Type Description
speed number

The speed at which it should move up, in pixels per second.

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<protected> postUpdate()

Internal method. This is called directly before the sprites are sent to the renderer and after the update function has finished.

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<protected> preUpdate()

Internal method. This is called directly before the sprites are sent to the renderer and after the update function has finished.

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removeFromWorld()

Removes this physics body from the world.

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removeShape(shape) → {boolean}

Remove a shape from the body. Will automatically update the mass properties and bounding radius.

Parameters:
Name Type Description
shape p2.Circle | p2.Rectangle | p2.Plane | p2.Line | p2.Particle

The shape to remove from the body.

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Returns:

True if the shape was found and removed, else false.

Type
boolean

reset(x, y, resetDamping, resetMass)

Resets the Body force, velocity (linear and angular) and rotation. Optionally resets damping and mass.

Parameters:
Name Type Argument Default Description
x number

The new x position of the Body.

y number

The new x position of the Body.

resetDamping boolean <optional>
false

Resets the linear and angular damping.

resetMass boolean <optional>
false

Sets the Body mass back to 1.

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rever(speed)

Applies a force to the Body that causes it to 'thrust' backwards (in reverse), based on its current angle and the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).

Parameters:
Name Type Description
speed number

The speed at which it should reverse.

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rotateLeft(speed)

This will rotate the Body by the given speed to the left (counter-clockwise).

Parameters:
Name Type Description
speed number

The speed at which it should rotate.

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rotateRight(speed)

This will rotate the Body by the given speed to the left (clockwise).

Parameters:
Name Type Description
speed number

The speed at which it should rotate.

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setCircle(radius, offsetX, offsetY, rotation)

Clears any previously set shapes. Then creates a new Circle shape and adds it to this Body.

Parameters:
Name Type Argument Default Description
radius number

The radius of this circle (in pixels)

offsetX number <optional>
0

Local horizontal offset of the shape relative to the body center of mass.

offsetY number <optional>
0

Local vertical offset of the shape relative to the body center of mass.

rotation number <optional>
0

Local rotation of the shape relative to the body center of mass, specified in radians.

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setCollisionGroup(group, shape)

Sets the given CollisionGroup to be the collision group for all shapes in this Body, unless a shape is specified. This also resets the collisionMask.

Parameters:
Name Type Argument Description
group Phaser.Physics.CollisionGroup

The Collision Group that this Bodies shapes will use.

shape p2.Shape <optional>

An optional Shape. If not provided the collision group will be added to all Shapes in this Body.

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setMaterial(material, shape)

Adds the given Material to all Shapes that belong to this Body. If you only wish to apply it to a specific Shape in this Body then provide that as the 2nd parameter.

Parameters:
Name Type Argument Description
material Phaser.Physics.Material

The Material that will be applied.

shape p2.Shape <optional>

An optional Shape. If not provided the Material will be added to all Shapes in this Body.

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setRectangle(width, height, offsetX, offsetY, rotation) → {p2.Rectangle}

Clears any previously set shapes. The creates a new Rectangle shape at the given size and offset, and adds it to this Body. If you wish to create a Rectangle to match the size of a Sprite or Image see Body.setRectangleFromSprite.

Parameters:
Name Type Argument Default Description
width number <optional>
16

The width of the rectangle in pixels.

height number <optional>
16

The height of the rectangle in pixels.

offsetX number <optional>
0

Local horizontal offset of the shape relative to the body center of mass.

offsetY number <optional>
0

Local vertical offset of the shape relative to the body center of mass.

rotation number <optional>
0

Local rotation of the shape relative to the body center of mass, specified in radians.

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Returns:

The Rectangle shape that was added to the Body.

Type
p2.Rectangle

setRectangleFromSprite(sprite) → {p2.Rectangle}

Clears any previously set shapes. Then creates a Rectangle shape sized to match the dimensions and orientation of the Sprite given. If no Sprite is given it defaults to using the parent of this Body.

Parameters:
Name Type Argument Description
sprite Phaser.Sprite | Phaser.Image <optional>

The Sprite on which the Rectangle will get its dimensions.

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Returns:

The Rectangle shape that was added to the Body.

Type
p2.Rectangle

setZeroDamping()

Sets the Body damping and angularDamping to zero.

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setZeroForce()

Sets the force on the body to zero.

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setZeroRotation()

If this Body is dynamic then this will zero its angular velocity.

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setZeroVelocity()

If this Body is dynamic then this will zero its velocity on both axis.

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shapeChanged()

Updates the debug draw if any body shapes change.

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thrust(speed)

Applies a force to the Body that causes it to 'thrust' forwards, based on its current angle and the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).

Parameters:
Name Type Description
speed number

The speed at which it should thrust.

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toLocalFrame(out, worldPoint)

Transform a world point to local body frame.

Parameters:
Name Type Description
out Float32Array | Array

The vector to store the result in.

worldPoint Float32Array | Array

The input world vector.

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toWorldFrame(out, localPoint)

Transform a local point to world frame.

Parameters:
Name Type Description
out Array

The vector to store the result in.

localPoint Array

The input local vector.

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updateCollisionMask(shape)

Updates the collisionMask.

Parameters:
Name Type Argument Description
shape p2.Shape <optional>

An optional Shape. If not provided the collision group will be added to all Shapes in this Body.

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