Phaser.Physics.Arcade. Body

Phaser.Physics.Arcade.Body

new Body(sprite)

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, acceleration, bounce values etc all on the Body.

Parameters:
Name Type Description
sprite Phaser.Sprite

The Sprite object this physics body belongs to.

Source - physics/arcade/Body.js, line 15

Members

acceleration :Phaser.Point

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

Source - physics/arcade/Body.js, line 128

allowGravity :boolean

Allow this Body to be influenced by gravity? Either world or local.

Default Value:
  • true
Source - physics/arcade/Body.js, line 139

allowRotation :boolean

Allow this Body to be rotated? (via angularVelocity, etc)

Default Value:
  • true
Source - physics/arcade/Body.js, line 59

<readonly> angle :number

The angle of the Body in radians as calculated by its velocity, rather than its visual angle.

Source - physics/arcade/Body.js, line 191

angularAcceleration :number

The angular acceleration in pixels per second sq. of the Body.

Default Value:
  • 0
Source - physics/arcade/Body.js, line 167

angularDrag :number

The angular drag applied to the rotation of the Body.

Default Value:
  • 0
Source - physics/arcade/Body.js, line 173

angularVelocity :number

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

Default Value:
  • 0
Source - physics/arcade/Body.js, line 161

blocked :object

This object is populated with boolean values when the Body collides with the World bounds or a Tile. For example if blocked.up is true then the Body cannot move up. An object containing on which faces this Body is blocked from moving, if any.

Source - physics/arcade/Body.js, line 285

<readonly> bottom :number

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

Source - physics/arcade/Body.js, line 721

bounce :Phaser.Point

The elasticitiy of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity.

Source - physics/arcade/Body.js, line 149

center :Phaser.Point

The center coordinate of the Physics Body.

Source - physics/arcade/Body.js, line 107

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/arcade/Body.js, line 265

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/arcade/Body.js, line 258

customSeparateX :boolean

This flag allows you to disable the custom x separation that takes place by Physics.Arcade.separate. Used in combination with your own collision processHandler you can create whatever type of collision response you need. Use a custom separation system or the built-in one?

Default Value:
  • false
Source - physics/arcade/Body.js, line 226

customSeparateY :boolean

This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate. Used in combination with your own collision processHandler you can create whatever type of collision response you need. Use a custom separation system or the built-in one?

Default Value:
  • false
Source - physics/arcade/Body.js, line 234

deltaMax :Phaser.Point

The Sprite position is updated based on the delta x/y values. You can set a cap on those (both +-) using deltaMax.

Source - physics/arcade/Body.js, line 123

drag :Phaser.Point

The drag applied to the motion of the Body.

Source - physics/arcade/Body.js, line 133

embedded :boolean

If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each other?) this is set to true. Body embed value.

Source - physics/arcade/Body.js, line 252

enable :boolean

A disabled body won't be checked for any form of collision or overlap or have its pre/post updates run.

Default Value:
  • true
Source - physics/arcade/Body.js, line 36

facing :number

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

Source - physics/arcade/Body.js, line 203

game :Phaser.Game

Local reference to game.

Source - physics/arcade/Body.js, line 25

gravity :Phaser.Point

A local gravity applied to this Body. If non-zero this over rides any world gravity, unless Body.allowGravity is set to false.

Source - physics/arcade/Body.js, line 144

halfHeight :number

The calculated height / 2 of the physics body.

Source - physics/arcade/Body.js, line 102

halfWidth :number

The calculated width / 2 of the physics body.

Source - physics/arcade/Body.js, line 97

height

Properties:
Name Type Description
.numInternal

ID cache

Source - physics/arcade/Body.js, line 92

immovable :boolean

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

Default Value:
  • false
Source - physics/arcade/Body.js, line 209

mass :number

The mass of the Body.

Default Value:
  • 1
Source - physics/arcade/Body.js, line 185

maxAngular :number

The maximum angular velocity in pixels per second sq. that the Body can reach.

Default Value:
  • 1000
Source - physics/arcade/Body.js, line 179

maxVelocity :Phaser.Point

The maximum velocity in pixels per second sq. that the Body can reach.

Source - physics/arcade/Body.js, line 155

moves :boolean

If you have a Body that is being moved around the world via a tween or a Group motion, but its local x/y position never actually changes, then you should set Body.moves = false. Otherwise it will most likely fly off the screen. If you want the physics system to move the body around, then set moves to true. Set to true to allow the Physics system to move this Body, other false to move it manually.

Default Value:
  • true
Source - physics/arcade/Body.js, line 218

<readonly> newVelocity :Phaser.Point

New velocity.

Source - physics/arcade/Body.js, line 118

offset :Phaser.Point

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

Source - physics/arcade/Body.js, line 41

overlapX :number

When this body collides with another, the amount of overlap is stored here. The amount of horizontal overlap during the collision.

Source - physics/arcade/Body.js, line 240

overlapY :number

When this body collides with another, the amount of overlap is stored here. The amount of vertical overlap during the collision.

Source - physics/arcade/Body.js, line 246

phase

Properties:
Name Type Description
phaser number

Is this Body in a preUpdate (1) or postUpdate (2) state?

Source - physics/arcade/Body.js, line 297

<readonly> position :Phaser.Point

The position of the physics body.

Source - physics/arcade/Body.js, line 47

<readonly> preRotation :number

The previous rotation of the physics body.

Source - physics/arcade/Body.js, line 70

<readonly> prev :Phaser.Point

The previous position of the physics body.

Source - physics/arcade/Body.js, line 53

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

Source - physics/arcade/Body.js, line 734

rotation :number

The amount the Body is rotated.

Source - physics/arcade/Body.js, line 64

skipQuadTree :boolean

If true and you collide this Sprite against a Group, it will disable the collision check from using a QuadTree.

Source - physics/arcade/Body.js, line 302

<readonly> sourceHeight :number

The un-scaled original size.

Source - physics/arcade/Body.js, line 82

<readonly> sourceWidth :number

The un-scaled original size.

Source - physics/arcade/Body.js, line 76

<readonly> speed :number

The speed of the Body as calculated by its velocity.

Source - physics/arcade/Body.js, line 197

sprite :Phaser.Sprite

Reference to the parent Sprite.

Source - physics/arcade/Body.js, line 20

tilePadding :Phaser.Point

If this is an especially small or fast moving object then it can sometimes skip over tilemap collisions if it moves through a tile in a step. Set this padding value to add extra padding to its bounds. tilePadding.x applied to its width, y to its height. Extra padding to be added to this sprites dimensions when checking for tile collision.

Source - physics/arcade/Body.js, line 292

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/arcade/Body.js, line 272

type :number

The type of physics system this body belongs to.

Source - physics/arcade/Body.js, line 30

velocity :Phaser.Point

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

Source - physics/arcade/Body.js, line 112

wasTouching :object

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

Source - physics/arcade/Body.js, line 278

width :number

The calculated width of the physics body.

Source - physics/arcade/Body.js, line 87

x :number

The x position.

Source - physics/arcade/Body.js, line 747

y :number

The y position.

Source - physics/arcade/Body.js, line 764

Methods

<internal> checkWorldBounds()

Internal method.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - physics/arcade/Body.js, line 540

deltaAbsX() → {number}

Returns the absolute delta x value.

Returns:
number -

The absolute delta value.

Source - physics/arcade/Body.js, line 669

deltaAbsY() → {number}

Returns the absolute delta y value.

Returns:
number -

The absolute delta value.

Source - physics/arcade/Body.js, line 679

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/arcade/Body.js, line 689

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/arcade/Body.js, line 699

deltaZ() → {number}

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

Returns:
number -

The delta value. Positive if the motion was clockwise, negative if anti-clockwise.

Source - physics/arcade/Body.js, line 709

destroy()

Removes this bodies reference to its parent sprite, freeing it up for gc.

Source - physics/arcade/Body.js, line 528

hitTest(x, y) → {boolean}

Tests if a world point lies within this Body.

Parameters:
Name Type Description
x number

The world x coordinate to test.

y number

The world y coordinate to test.

Returns:
boolean -

True if the given coordinates are inside this Body, otherwise false.

Source - physics/arcade/Body.js, line 635

onFloor() → {boolean}

Returns true if the bottom of this Body is in contact with either the world bounds or a tile.

Returns:
boolean -

True if in contact with either the world bounds or a tile.

Source - physics/arcade/Body.js, line 649

onWall() → {boolean}

Returns true if either side of this Body is in contact with either the world bounds or a tile.

Returns:
boolean -

True if in contact with either the world bounds or a tile.

Source - physics/arcade/Body.js, line 659

<internal> postUpdate()

Internal method.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - physics/arcade/Body.js, line 444

<internal> preUpdate()

Internal method.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - physics/arcade/Body.js, line 364

render(context, body, color, filled)

Render Sprite Body.

Parameters:
Name Type Argument Default Description
context object

The context to render to.

body Phaser.Physics.Arcade.Body

The Body to render the info of.

color string <optional>
'rgba(0,255,0,0.4)'

color of the debug info to be rendered. (format is css color string).

filled boolean <optional>
true

Render the objected as a filled (default, true) or a stroked (false)

Source - physics/arcade/Body.js, line 782

renderBodyInfo(body, x, y, color)

Render Sprite Body Physics Data as text.

Parameters:
Name Type Argument Default Description
body Phaser.Physics.Arcade.Body

The Body to render the info of.

x number

X position of the debug info to be rendered.

y number

Y position of the debug info to be rendered.

color string <optional>
'rgb(255,255,255)'

color of the debug info to be rendered. (format is css color string).

Source - physics/arcade/Body.js, line 810

reset(x, y)

Resets all Body values (velocity, acceleration, rotation, etc)

Parameters:
Name Type Description
x number

The new x position of the Body.

y number

The new y position of the Body.

Source - physics/arcade/Body.js, line 604

setSize(width, height, offsetX, offsetY)

You can modify the size of the physics Body to be any dimension you need. So it could be smaller or larger than the parent Sprite. You can also control the x and y offset, which is the position of the Body relative to the top-left of the Sprite.

Parameters:
Name Type Argument Description
width number

The width of the Body.

height number

The height of the Body.

offsetX number <optional>

The X offset of the Body from the Sprite position.

offsetY number <optional>

The Y offset of the Body from the Sprite position.

Source - physics/arcade/Body.js, line 576

<internal> updateBounds()

Internal method.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - physics/arcade/Body.js, line 338
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