Class: Body

Phaser.Physics.Ninja. Body

Ninja Physics Body Constructor

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:

Members

aabb

Properties:
Name Type Description
aabb Phaser.Physics.Ninja.AABB

The AABB object this body is using for collision.

Source:

<readonly> angle

Properties:
Name Type Description
angle number

The angle of this Body

Source:

<readonly> bottom

Properties:
Name Type Description
bottom number

The bottom value of this Body (same as Body.y + Body.height)

Source:

bounce

Properties:
Name Type Description
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:

checkCollision

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.

Properties:
Name Type Description
checkCollision object

An object containing allowed collision.

Source:

circle

Properties:
Name Type Description
circle Phaser.Physics.Ninja.Circle

The Circle object this body is using for collision.

Source:

collideWorldBounds

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.

Properties:
Name Type Description
collideWorldBounds boolean

Should the Body collide with the World bounds?

Source:

drag

Properties:
Name Type Description
drag number

The drag applied to this object as it moves.

Default Value:
  • 1
Source:

facing

Properties:
Name Type Description
facing number

A const reference to the direction the Body is traveling or facing.

Source:

friction

Properties:
Name Type Description
friction number

The friction applied to this object as it moves.

Default Value:
  • 0.05
Source:

game

Properties:
Name Type Description
game Phaser.Game

Local reference to game.

Source:

gravityScale

Properties:
Name Type Description
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:

<readonly> height

Properties:
Name Type Description
height number

The height of this Body

Source:

immovable

Properties:
Name Type Description
immovable boolean

An immovable Body will not receive any impacts from other bodies. Not fully implemented.

Default Value:
  • false
Source:

maxSpeed

Properties:
Name Type Description
maxSpeed number

The maximum speed this body can travel at (taking drag and friction into account)

Default Value:
  • 8
Source:
Properties:
Name Type Description
right number

The right value of this Body (same as Body.x + Body.width)

Source:

shape

Properties:
Name Type Description
shape object

A local reference to the body shape.

Source:

<readonly> speed

Properties:
Name Type Description
speed number

The speed of this Body

Source:

sprite

Properties:
Name Type Description
sprite Phaser.Sprite

Reference to the parent Sprite.

Source:

system

Properties:
Name Type Description
system Phaser.Physics.Ninja

The parent physics system.

Source:

tile

Properties:
Name Type Description
tile Phaser.Physics.Ninja.Tile

The Tile object this body is using for collision.

Source:

touching

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.

Properties:
Name Type Description
touching object

An object containing touching results.

Source:

type

Properties:
Name Type Description
type number

The type of physics system this body belongs to.

Source:

velocity

Properties:
Name Type Description
velocity Phaser.Point

The velocity in pixels per second sq. of the Body.

Source:

wasTouching

This object is populated with previous touching values from the bodies previous collision.

Properties:
Name Type Description
wasTouching object

An object containing previous touching results.

Source:

<readonly> width

Properties:
Name Type Description
width number

The width of this Body

Source:

x

Properties:
Name Type Description
x number

The x position.

Source:

y

Properties:
Name Type Description
y number

The y position.

Source:

Methods

deltaAbsX() → {number}

Returns the absolute delta x value.

Source:
Returns:

The absolute delta value.

Type
number

deltaAbsY() → {number}

Returns the absolute delta y value.

Source:
Returns:

The absolute delta value.

Type
number

deltaX() → {number}

Returns the delta x value. The difference between Body.x now and in the previous step.

Source:
Returns:

The delta value. Positive if the motion was to the right, negative if to the left.

Type
number

deltaY() → {number}

Returns the delta y value. The difference between Body.y now and in the previous step.

Source:
Returns:

The delta value. Positive if the motion was downwards, negative if upwards.

Type
number

destroy()

Destroys this body's reference to the sprite and system, and destroys its shape.

Source:

<protected> postUpdate()

Internal method.

Source:

<protected> preUpdate()

Internal method.

Source:

reset()

Resets all Body values and repositions on the Sprite.

Source:

setZeroVelocity()

Stops all movement of this body.

Source:
Phaser Copyright © 2012-2014 Photon Storm Ltd.
Documentation generated by JSDoc 3.3.0-dev on Tue Apr 15 2014 02:52:32 GMT+0100 (BST) using the DocStrap template.