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. Note: When a game object is given a P2 body it has its anchor x/y set to 0.5, so it becomes centered.
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). |
- Source - physics/p2/Body.js, line 23
Members
-
<static> DYNAMIC :Number
-
Dynamic body. Dynamic bodies body can move and respond to collisions and forces.
- Source - physics/p2/Body.js, line 1393
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<static> KINEMATIC :Number
-
Kinematic body. Kinematic bodies only moves according to its .velocity, and does not respond to collisions or force.
- Source - physics/p2/Body.js, line 1409
-
<static> STATIC :Number
-
Static body. Static bodies do not move, and they do not respond to forces or collision.
- Source - physics/p2/Body.js, line 1401
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allowSleep :boolean
-
-
- Source - physics/p2/Body.js, line 1506
-
angle :number
-
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. The angle of this Body in degrees.
- Source - physics/p2/Body.js, line 1529
-
angularDamping :number
-
Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second. The angular damping acting acting on the body.
- Source - physics/p2/Body.js, line 1553
-
angularForce :number
-
The angular force acting on the body.
- Source - physics/p2/Body.js, line 1574
-
angularVelocity :number
-
The angular velocity of the body.
- Source - physics/p2/Body.js, line 1594
-
collidesWith :array
-
Array of CollisionGroups that this Bodies shapes collide with.
- Source - physics/p2/Body.js, line 112
-
collideWorldBounds :boolean
-
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. Also note that when you set this it will only effect Body shapes that already exist. If you then add further shapes to your Body after setting this it will not proactively set them to collide with the bounds. Should the Body collide with the World bounds?
- Source - physics/p2/Body.js, line 1852
-
damping :number
-
Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second. The linear damping acting on the body in the velocity direction.
- Source - physics/p2/Body.js, line 1614
-
<internal> data :p2.Body
-
The p2 Body data.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - physics/p2/Body.js, line 59
-
debug :boolean
-
Enable or disable debug drawing of this body
- Source - physics/p2/Body.js, line 1823
-
debugBody :Phaser.Physics.P2.BodyDebug
-
Reference to the debug body.
- Source - physics/p2/Body.js, line 122
-
dirty :boolean
-
Internally used by Sprite.x/y
- Source - physics/p2/Body.js, line 127
-
dynamic :boolean
-
Returns true if the Body is dynamic. Setting Body.dynamic to 'false' will make it static.
- Source - physics/p2/Body.js, line 1444
-
fixedRotation :boolean
-
-
- Source - physics/p2/Body.js, line 1635
-
force :Phaser.Physics.P2.InversePointProxy
-
The force applied to the body.
- Source - physics/p2/Body.js, line 71
-
game :Phaser.Game
-
Local reference to game.
- Source - physics/p2/Body.js, line 33
-
gravity :Phaser.Point
-
A locally applied gravity force to the Body. Applied directly before the world step. NOTE: Not currently implemented.
- Source - physics/p2/Body.js, line 76
-
<readonly> id :number
-
The Body ID. Each Body that has been added to the World has a unique ID.
- Source - physics/p2/Body.js, line 1808
-
inertia :number
-
The inertia of the body around the Z axis..
- Source - physics/p2/Body.js, line 1658
-
kinematic :boolean
-
Returns true if the Body is kinematic. Setting Body.kinematic to 'false' will make it static.
- Source - physics/p2/Body.js, line 1477
-
mass :number
-
The mass of the body.
- Source - physics/p2/Body.js, line 1678
-
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).
- Source - physics/p2/Body.js, line 1702
-
offset :Phaser.Point
-
The offset of the Physics Body from the Sprite x/y position.
- Source - physics/p2/Body.js, line 53
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onBeginContact :Phaser.Signal
-
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 5 arguments in this order:
The Phaser.Physics.P2.Body it is in contact with. This might be null if the Body was created directly in the p2 world. The p2.Body this Body is in contact with. The Shape from this body that caused the contact. The Shape from the contact body. The Contact Equation data array.
- Source - physics/p2/Body.js, line 92
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onEndContact :Phaser.Signal
-
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 4 arguments in this order:
The Phaser.Physics.P2.Body it is in contact with. This might be null if the Body was created directly in the p2 world. The p2.Body this Body has ended contact with. The Shape from this body that caused the original contact. The Shape from the contact body.
- Source - physics/p2/Body.js, line 107
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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.
- Source - physics/p2/Body.js, line 117
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rotation :number
-
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. The angle of this Body in radians.
- Source - physics/p2/Body.js, line 1725
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sleepSpeedLimit :number
-
.
- Source - physics/p2/Body.js, line 1748
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sprite :Phaser.Sprite
-
Reference to the parent Sprite.
- Source - physics/p2/Body.js, line 43
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static :boolean
-
Returns true if the Body is static. Setting Body.static to 'false' will make it dynamic.
- Source - physics/p2/Body.js, line 1411
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type :number
-
The type of physics system this body belongs to.
- Source - physics/p2/Body.js, line 48
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velocity :Phaser.Physics.P2.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.
- Source - physics/p2/Body.js, line 66
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world :Phaser.Physics.P2
-
Local reference to the P2 World.
- Source - physics/p2/Body.js, line 38
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x :number
-
The x coordinate of this Body.
- Source - physics/p2/Body.js, line 1768
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y :number
-
The y coordinate of this Body.
- Source - physics/p2/Body.js, line 1788
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 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.
Returns:
p2.Capsule -The Capsule shape that was added to the Body.
- Source - physics/p2/Body.js, line 1006
-
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.
Returns:
p2.Circle -The Circle shape that was added to the Body.
- Source - physics/p2/Body.js, line 915
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addFixture(fixtureData) → {array}
-
Add a polygon fixture. This is used during #loadPolygon.
Parameters:
Name Type Description fixtureData
string The data for the fixture. It contains: isSensor, filter (collision) and the actual polygon shapes.
Returns:
array -An array containing the generated shapes for the given polygon.
- Source - physics/p2/Body.js, line 1245
-
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.
Returns:
p2.Line -The Line shape that was added to the Body.
- Source - physics/p2/Body.js, line 986
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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.
Returns:
p2.Particle -The Particle shape that was added to the Body.
- Source - physics/p2/Body.js, line 969
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addPhaserPolygon(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.
- Source - physics/p2/Body.js, line 1208
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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.
Returns:
p2.Plane -The Plane shape that was added to the Body.
- Source - physics/p2/Body.js, line 952
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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, ...)
wherex
andy
are numbers.Returns:
boolean -True on success, else false.
- Source - physics/p2/Body.js, line 1026
-
addRectangle(width, height, offsetX, offsetY, rotation) → {p2.Box}
-
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.
Returns:
p2.Box -The shape that was added to the Body.
- Source - physics/p2/Body.js, line 933
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addShape(shape, offsetX, offsetY, rotation) → {p2.Shape}
-
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. If this Body had a previously set Collision Group you will need to re-apply it to the new Shape this creates.
Parameters:
Name Type Argument Default Description shape
p2.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.
Returns:
p2.Shape -The shape that was added to the body.
- Source - physics/p2/Body.js, line 890
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addToWorld()
-
Adds this physics body to the world.
- Source - physics/p2/Body.js, line 802
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adjustCenterOfMass()
-
Moves the shape offsets so their center of mass becomes the body center of mass.
- Source - physics/p2/Body.js, line 426
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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.
- Source - physics/p2/Body.js, line 452
-
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
Float32Array | Array The force vector to add.
worldX
number The world x point to apply the force on.
worldY
number The world y point to apply the force on.
- Source - physics/p2/Body.js, line 496
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applyImpulse(impulse, worldX, worldY)
-
Apply impulse to a point relative to the body. This could for example be a point on the Body surface. An impulse is a force added to a body during a short period of time (impulse = force * time). Impulses will be added to Body.velocity and Body.angularVelocity.
Parameters:
Name Type Description impulse
Float32Array | Array The impulse vector to add, oriented in world space.
worldX
number A point relative to the body in world space. If not given, it is set to zero and all of the impulse will be exerted on the center of mass.
worldY
number A point relative to the body in world space. If not given, it is set to zero and all of the impulse will be exerted on the center of mass.
- Source - physics/p2/Body.js, line 464
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applyImpulseLocal(impulse, localX, localY)
-
Apply impulse to a point local to the body. This could for example be a point on the Body surface. An impulse is a force added to a body during a short period of time (impulse = force * time). Impulses will be added to Body.velocity and Body.angularVelocity.
Parameters:
Name Type Description impulse
Float32Array | Array The impulse vector to add, oriented in world space.
localX
number A local point on the body.
localY
number A local point on the body.
- Source - physics/p2/Body.js, line 480
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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.
- Source - physics/p2/Body.js, line 323
-
clearShapes()
-
Removes all Shapes from this Body.
- Source - physics/p2/Body.js, line 872
-
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.
- Source - physics/p2/Body.js, line 371
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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.
- Source - physics/p2/Body.js, line 180
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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.
- Source - physics/p2/Body.js, line 220
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destroy()
-
Destroys this Body and all references it holds to other objects.
- Source - physics/p2/Body.js, line 841
-
getCollisionMask() → {number}
-
Gets the collision bitmask from the groups this body collides with.
Returns:
number -The bitmask.
- Source - physics/p2/Body.js, line 247
-
getVelocityAtPoint(result, relativePoint) → {Array}
-
Gets the velocity of a point in the body.
Parameters:
Name Type Description result
Array A vector to store the result in.
relativePoint
Array A world oriented vector, indicating the position of the point to get the velocity from.
Returns:
Array -The result vector.
- Source - physics/p2/Body.js, line 438
-
loadPolygon(key, object) → {boolean}
-
Reads the shape data from a physics data file stored in the Game.Cache and adds it as a polygon to this Body.
As well as reading the data from the Cache you can also pass
null
as the first argument and a physics data object as the second. When doing this you must ensure the structure of the object is correct in advance.For more details see the format of the Lime / Corona Physics Editor export.
Parameters:
Name Type Description key
string The key of the Physics Data file as stored in Game.Cache. Alternatively set to
null
and pass the data as the 2nd argument.object
string | object The key of the object within the Physics data file that you wish to load the shape data from, or if key is null pass the actual physics data object itself as this parameter.
Returns:
boolean -True on success, else false.
- Source - physics/p2/Body.js, line 1317
-
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.
- Source - physics/p2/Body.js, line 623
-
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.
- Source - physics/p2/Body.js, line 713
-
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.
- Source - physics/p2/Body.js, line 606
-
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.
- Source - physics/p2/Body.js, line 674
-
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.
- Source - physics/p2/Body.js, line 687
-
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.
- Source - physics/p2/Body.js, line 700
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<internal> postUpdate()
-
Internal method. This is called directly before the sprites are sent to the renderer and after the update function has finished.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - physics/p2/Body.js, line 744
-
<internal> preUpdate()
-
Internal method. This is called directly before the sprites are sent to the renderer and after the update function has finished.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - physics/p2/Body.js, line 726
-
removeFromWorld()
-
Removes this physics body from the world.
- Source - physics/p2/Body.js, line 827
-
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.
Returns:
boolean -True if the shape was found and removed, else false.
- Source - physics/p2/Body.js, line 1092
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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.
- Source - physics/p2/Body.js, line 769
-
reverse(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.
- Source - physics/p2/Body.js, line 657
-
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.
- Source - physics/p2/Body.js, line 582
-
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.
- Source - physics/p2/Body.js, line 594
-
setCircle(radius, offsetX, offsetY, rotation)
-
Clears any previously set shapes. Then creates a new Circle shape and adds it to this Body. If this Body had a previously set Collision Group you will need to re-apply it to the new Shape this creates.
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.
- Source - physics/p2/Body.js, line 1108
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setCollisionGroup(group, shape)
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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.
- Source - physics/p2/Body.js, line 295
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setMaterial(material, shape)
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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.P2.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.
- Source - physics/p2/Body.js, line 1170
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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. If this Body had a previously set Collision Group you will need to re-apply it to the new Shape this creates.
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.
Returns:
p2.Rectangle -The Rectangle shape that was added to the Body.
- Source - physics/p2/Body.js, line 1126
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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. If this Body had a previously set Collision Group you will need to re-apply it to the new Shape this creates.
Parameters:
Name Type Argument Description sprite
Phaser.Sprite | Phaser.Image <optional>
The Sprite on which the Rectangle will get its dimensions.
Returns:
p2.Rectangle -The Rectangle shape that was added to the Body.
- Source - physics/p2/Body.js, line 1150
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setZeroDamping()
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Sets the Body damping and angularDamping to zero.
- Source - physics/p2/Body.js, line 544
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setZeroForce()
-
Sets the force on the body to zero.
- Source - physics/p2/Body.js, line 510
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setZeroRotation()
-
If this Body is dynamic then this will zero its angular velocity.
- Source - physics/p2/Body.js, line 521
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setZeroVelocity()
-
If this Body is dynamic then this will zero its velocity on both axis.
- Source - physics/p2/Body.js, line 532
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shapeChanged()
-
Updates the debug draw if any body shapes change.
- Source - physics/p2/Body.js, line 1194
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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.
- Source - physics/p2/Body.js, line 640
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toLocalFrame(out, worldPoint)
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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.
- Source - physics/p2/Body.js, line 556
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toWorldFrame(out, localPoint)
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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.
- Source - physics/p2/Body.js, line 569
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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.
- Source - physics/p2/Body.js, line 271