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 acceleration is the rate of change of the velocity. Measured in pixels per second squared.

Source - physics/arcade/Body.js, line 141

allowGravity :boolean

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

Default Value:
  • true
Source - physics/arcade/Body.js, line 152

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 angularVelocity.

Source - physics/arcade/Body.js, line 217

angularAcceleration :number

The angular acceleration is the rate of change of the angular velocity. Measured in radians per second squared.

Source - physics/arcade/Body.js, line 193

angularDrag :number

The drag applied during the rotation of the Body.

Source - physics/arcade/Body.js, line 199

angularVelocity :number

The angular velocity controls the rotation speed of the Body. It is measured in radians per second.

Source - physics/arcade/Body.js, line 187

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 311

<readonly> bottom :number

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

Source - physics/arcade/Body.js, line 874

bounce :Phaser.Point

The elasticity 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 162

<readonly> center :Phaser.Point

The center coordinate of the Physics Body.

Source - physics/arcade/Body.js, line 120

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 291

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 284

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?

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

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?

Source - physics/arcade/Body.js, line 260

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 136

dirty :boolean

If this Body in a preUpdate (true) or postUpdate (false) state?

Source - physics/arcade/Body.js, line 323

drag :Phaser.Point

The drag applied to the motion of the Body.

Source - physics/arcade/Body.js, line 146

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 278

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 229

friction :Phaser.Point

The amount of movement that will occur if another object 'rides' this one.

Source - physics/arcade/Body.js, line 181

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 157

<readonly> halfHeight :number

The calculated height / 2 of the physics body.

Source - physics/arcade/Body.js, line 114

<readonly> halfWidth :number

The calculated width / 2 of the physics body.

Source - physics/arcade/Body.js, line 108

<readonly> height :number

The calculated height of the physics body.

Source - physics/arcade/Body.js, line 84

immovable :boolean

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

Source - physics/arcade/Body.js, line 235

left :number

The x position of the Body. The same as Body.x.

Source - physics/arcade/Body.js, line 831

mass :number

The mass of the Body. When two bodies collide their mass is used in the calculation to determine the exchange of velocity.

Default Value:
  • 1
Source - physics/arcade/Body.js, line 211

maxAngular :number

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

Default Value:
  • 1000
Source - physics/arcade/Body.js, line 205

maxVelocity :Phaser.Point

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

Source - physics/arcade/Body.js, line 176

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, otherwise false to move it manually.

Default Value:
  • true
Source - physics/arcade/Body.js, line 244

<readonly> newVelocity :Phaser.Point

The new velocity. Calculated during the Body.preUpdate and applied to its position.

Source - physics/arcade/Body.js, line 131

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 266

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 272

<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 72

<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 845

rotation :number

An Arcade Physics Body can have angularVelocity and angularAcceleration. Please understand that the collision Body itself never rotates, it is always axis-aligned. However these values are passed up to the parent Sprite and updates its rotation.

Source - physics/arcade/Body.js, line 66

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 328

<readonly> sourceHeight :number

The un-scaled original size.

Source - physics/arcade/Body.js, line 96

<readonly> sourceWidth :number

The un-scaled original size.

Source - physics/arcade/Body.js, line 90

<readonly> speed :number

The speed of the Body as calculated by its velocity.

Source - physics/arcade/Body.js, line 223

sprite :Phaser.Sprite

Reference to the parent Sprite.

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

syncBounds :boolean

If true the Body will check itself against the Sprite.getBounds() dimensions and adjust its width and height accordingly. If false it will compare its dimensions against the Sprite scale instead, and adjust its width height if the scale has changed. Typically you would need to enable syncBounds if your sprite is the child of a responsive display object such as a FlexLayer, or in any situation where the Sprite scale doesn't change, but its parents scale is effecting the dimensions regardless.

Source - physics/arcade/Body.js, line 338

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 sprite's dimensions when checking for tile collision.

Source - physics/arcade/Body.js, line 318

top :number

The y position of the Body. The same as Body.y.

Source - physics/arcade/Body.js, line 860

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 298

type :number

The type of physics system this body belongs to.

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

velocity :Phaser.Point

The velocity, or rate of change in speed of the Body. Measured in pixels per second.

Source - physics/arcade/Body.js, line 125

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 304

<readonly> width :number

The calculated width of the physics body.

Source - physics/arcade/Body.js, line 78

worldBounce :Phaser.Point

The elasticity of the Body when colliding with the World bounds. By default this property is null, in which case Body.bounce is used instead. Set this property to a Phaser.Point object in order to enable a World bounds specific bounce value.

Source - physics/arcade/Body.js, line 170

x :number

The x position.

Source - physics/arcade/Body.js, line 889

y :number

The y position.

Source - physics/arcade/Body.js, line 908

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 583

deltaAbsX() → {number}

Returns the absolute delta x value.

Returns:
number -

The absolute delta value.

Source - physics/arcade/Body.js, line 749

deltaAbsY() → {number}

Returns the absolute delta y value.

Returns:
number -

The absolute delta value.

Source - physics/arcade/Body.js, line 761

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 773

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 785

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 797

destroy()

Destroys this Body.

First it calls Group.removeFromHash if the Game Object this Body belongs to is part of a Group. Then it nulls the Game Objects body reference, and nulls this Body.sprite reference.

Source - physics/arcade/Body.js, line 809

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 699

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 713

onTop() → {boolean}

Returns true if the top 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 725

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 737

<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 503

<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 418

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 928

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 956

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 664

setSize(width, height, offsetX, offsetY)

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

For example: If you have a Sprite with a texture that is 80x100 in size, and you want the physics body to be 32x32 pixels in the middle of the texture, you would do:

setSize(32, 32, 24, 34)

Where the first two parameters is the new Body size (32x32 pixels). 24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34 is the vertical offset.

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 top-left of the Sprites texture.

offsetY number <optional>

The Y offset of the Body from the top-left of the Sprites texture.

Source - physics/arcade/Body.js, line 626

<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 374
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