new Body(system, sprite, type, id, radius, x, y, width, height)
The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than
the Sprite itself. For example you can set the velocity, bounce values etc all on the Body.
Parameters:
Name | Type | Argument | Default | Description |
---|---|---|---|---|
system |
Phaser.Physics.Ninja | The physics system this Body belongs to. |
||
sprite |
Phaser.Sprite | The Sprite object this physics body belongs to. |
||
type |
number |
<optional> |
1 | The type of Ninja shape to create. 1 = AABB, 2 = Circle or 3 = Tile. |
id |
number |
<optional> |
1 | If this body is using a Tile shape, you can set the Tile id here, i.e. Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn, Phaser.Physics.Ninja.Tile.CONVEXpp, etc. |
radius |
number |
<optional> |
16 | If this body is using a Circle shape this controls the radius. |
x |
number |
<optional> |
0 | The x coordinate of this Body. This is only used if a sprite is not provided. |
y |
number |
<optional> |
0 | The y coordinate of this Body. This is only used if a sprite is not provided. |
width |
number |
<optional> |
0 | The width of this Body. This is only used if a sprite is not provided. |
height |
number |
<optional> |
0 | The height of this Body. This is only used if a sprite is not provided. |
- Source - physics/ninja/Body.js, line 23
Members
-
aabb :Phaser.Physics.Ninja.AABB
-
The AABB object this body is using for collision.
- Source - physics/ninja/Body.js, line 54
-
<readonly> angle :number
-
The angle of this Body
- Source - physics/ninja/Body.js, line 535
-
<readonly> bottom :number
-
The bottom value of this Body (same as Body.y + Body.height)
- Source - physics/ninja/Body.js, line 496
-
bounce :number
-
The bounciness of this object when it collides. A value between 0 and 1. We recommend setting it to 0.999 to avoid jittering.
- Default Value:
- 0.3
- Source - physics/ninja/Body.js, line 95
-
checkCollision :object
-
Set the checkCollision properties to control which directions collision is processed for this Body.
For example checkCollision.up = false means it won't collide when the collision happened while moving up. An object containing allowed collision.- Source - physics/ninja/Body.js, line 125
-
circle :Phaser.Physics.Ninja.Circle
-
The Circle object this body is using for collision.
- Source - physics/ninja/Body.js, line 64
-
collideWorldBounds :boolean
-
A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World. Should the Body collide with the World bounds?
- Source - physics/ninja/Body.js, line 118
-
drag :number
-
The drag applied to this object as it moves.
- Default Value:
- 1
- Source - physics/ninja/Body.js, line 77
-
facing :number
-
A const reference to the direction the Body is traveling or facing.
- Source - physics/ninja/Body.js, line 106
-
friction :number
-
The friction applied to this object as it moves.
- Default Value:
- 0.05
- Source - physics/ninja/Body.js, line 83
-
game :Phaser.Game
-
Local reference to game.
- Source - physics/ninja/Body.js, line 39
-
gravityScale :number
-
How much of the world gravity should be applied to this object? 1 = all of it, 0.5 = 50%, etc.
- Default Value:
- 1
- Source - physics/ninja/Body.js, line 89
-
<readonly> height :number
-
The height of this Body
- Source - physics/ninja/Body.js, line 483
-
immovable :boolean
-
An immovable Body will not receive any impacts from other bodies. Not fully implemented.
- Source - physics/ninja/Body.js, line 112
-
maxSpeed :number
-
The maximum speed this body can travel at (taking drag and friction into account)
- Default Value:
- 8
- Source - physics/ninja/Body.js, line 144
-
<readonly> right :number
-
The right value of this Body (same as Body.x + Body.width)
- Source - physics/ninja/Body.js, line 509
-
shape :object
-
A local reference to the body shape.
- Source - physics/ninja/Body.js, line 69
-
<readonly> speed :number
-
The speed of this Body
- Source - physics/ninja/Body.js, line 522
-
sprite :Phaser.Sprite
-
Reference to the parent Sprite.
- Source - physics/ninja/Body.js, line 34
-
system :Phaser.Physics.Ninja
-
The parent physics system.
- Source - physics/ninja/Body.js, line 49
-
tile :Phaser.Physics.Ninja.Tile
-
The Tile object this body is using for collision.
- Source - physics/ninja/Body.js, line 59
-
touching :object
-
This object is populated with boolean values when the Body collides with another.
touching.up = true means the collision happened to the top of this Body for example. An object containing touching results.- Source - physics/ninja/Body.js, line 132
-
type :number
-
The type of physics system this body belongs to.
- Source - physics/ninja/Body.js, line 44
-
velocity :Phaser.Point
-
The velocity in pixels per second sq. of the Body.
- Source - physics/ninja/Body.js, line 100
-
wasTouching :object
-
This object is populated with previous touching values from the bodies previous collision. An object containing previous touching results.
- Source - physics/ninja/Body.js, line 138
-
<readonly> width :number
-
The width of this Body
- Source - physics/ninja/Body.js, line 470
-
x :number
-
The x position.
- Source - physics/ninja/Body.js, line 438
-
y :number
-
The y position.
- Source - physics/ninja/Body.js, line 454
Methods
-
deltaAbsX() → {number}
-
Returns the absolute delta x value.
Returns:
number -The absolute delta value.
- Source - physics/ninja/Body.js, line 381
-
deltaAbsY() → {number}
-
Returns the absolute delta y value.
Returns:
number -The absolute delta value.
- Source - physics/ninja/Body.js, line 391
-
deltaX() → {number}
-
Returns the delta x value. The difference between Body.x now and in the previous step.
Returns:
number -The delta value. Positive if the motion was to the right, negative if to the left.
- Source - physics/ninja/Body.js, line 401
-
deltaY() → {number}
-
Returns the delta y value. The difference between Body.y now and in the previous step.
Returns:
number -The delta value. Positive if the motion was downwards, negative if upwards.
- Source - physics/ninja/Body.js, line 411
-
destroy()
-
Destroys this body's reference to the sprite and system, and destroys its shape.
- Source - physics/ninja/Body.js, line 421
-
<internal> postUpdate()
-
Internal method.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - physics/ninja/Body.js, line 214
-
<internal> preUpdate()
-
Internal method.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - physics/ninja/Body.js, line 184
-
render(context, body, color, filled)
-
Render Sprite's Body.
Parameters:
Name Type Argument Default Description context
object The context to render to.
body
Phaser.Physics.Ninja.Body The Body to render.
color
string <optional>
'rgba(0,255,0,0.4)' color of the debug shape to be rendered. (format is css color string).
filled
boolean <optional>
true Render the shape as a filled (default, true) or a stroked (false)
- Source - physics/ninja/Body.js, line 548
-
reset()
-
Resets all Body values and repositions on the Sprite.
- Source - physics/ninja/Body.js, line 365
-
setZeroVelocity()
-
Stops all movement of this body.
- Source - physics/ninja/Body.js, line 257