Phaser.Physics.Ninja. Body

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.

Default Value:
  • false
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

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
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