new Physics(game, physicsConfig)
The Physics Manager is responsible for looking after all of the running physics systems.
Phaser supports 4 physics systems: Arcade Physics, P2, Ninja Physics and Box2D via a commercial plugin.
Game Objects (such as Sprites) can only belong to 1 physics system, but you can have multiple systems active in a single game.
For example you could have P2 managing a polygon-built terrain landscape that an vehicle drives over, while it could be firing bullets that use the
faster (due to being much simpler) Arcade Physics system.
Parameters:
Name | Type | Argument | Default | Description |
---|---|---|---|---|
game |
Phaser.Game | A reference to the currently running game. |
||
physicsConfig |
object |
<optional> |
null | A physics configuration object to pass to the Physics world on creation. |
- Source - physics/Physics.js, line 21
Classes
Members
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<static, constant> ARCADE :number
-
- Source - physics/Physics.js, line 73
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<static, constant> BOX2D :number
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- Source - physics/Physics.js, line 91
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<static, constant> CHIPMUNK :number
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- Source - physics/Physics.js, line 97
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<static, constant> MATTERJS :number
-
- Source - physics/Physics.js, line 103
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<static, constant> NINJA :number
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- Source - physics/Physics.js, line 85
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<static, constant> P2JS :number
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- Source - physics/Physics.js, line 79
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arcade :Phaser.Physics.Arcade
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The Arcade Physics system.
- Source - physics/Physics.js, line 38
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box2d :Phaser.Physics.Box2D
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The Box2D Physics system.
- Source - physics/Physics.js, line 53
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chipmunk :Phaser.Physics.Chipmunk
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The Chipmunk Physics system (to be done).
- Source - physics/Physics.js, line 58
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config :object
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The physics configuration object as passed to the game on creation.
- Source - physics/Physics.js, line 33
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game :Phaser.Game
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Local reference to game.
- Source - physics/Physics.js, line 28
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matter :Phaser.Physics.Matter
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The MatterJS Physics system (coming soon).
- Source - physics/Physics.js, line 63
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ninja :Phaser.Physics.Ninja
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The N+ Ninja Physics system.
- Source - physics/Physics.js, line 48
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p2 :Phaser.Physics.P2
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The P2.JS Physics system.
- Source - physics/Physics.js, line 43
Methods
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<internal> clear()
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Clears down all active physics systems. This doesn't destroy them, it just clears them of objects and is called when the State changes.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - physics/Physics.js, line 349
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destroy()
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Destroys all active physics systems. Usually only called on a Game Shutdown, not on a State swap.
- Source - physics/Physics.js, line 399
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enable(object, system, debug)
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This will create a default physics body on the given game object or array of objects.
A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed.
It can be for any of the physics systems that have been started:Phaser.Physics.Arcade - A light weight AABB based collision system with basic separation.
Phaser.Physics.P2JS - A full-body advanced physics system supporting multiple object shapes, polygon loading, contact materials, springs and constraints.
Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system. Advanced AABB and Circle vs. Tile collision.
Phaser.Physics.BOX2D - A port of https://code.google.com/p/box2d-html5
Phaser.Physics.MATTER - A full-body and light-weight advanced physics system (still in development)
Phaser.Physics.CHIPMUNK is still in development.If you require more control over what type of body is created, for example to create a Ninja Physics Circle instead of the default AABB, then see the
individual physics systemsenable
methods instead of using this generic one.Parameters:
Name Type Argument Default Description object
object | array The game object to create the physics body on. Can also be an array of objects, a body will be created on every object in the array.
system
number <optional>
Phaser.Physics.ARCADE The physics system that will be used to create the body. Defaults to Arcade Physics.
debug
boolean <optional>
false Enable the debug drawing for this body. Defaults to false.
- Source - physics/Physics.js, line 208
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parseConfig()
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Parses the Physics Configuration object passed to the Game constructor and starts any physics systems specified within.
- Source - physics/Physics.js, line 107
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<internal> preUpdate()
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preUpdate checks.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - physics/Physics.js, line 260
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<internal> reset()
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Resets the active physics system. Called automatically on a Phaser.State swap.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - physics/Physics.js, line 374
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<internal> setBoundsToWorld()
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Updates the physics bounds to match the world dimensions.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - physics/Physics.js, line 314
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setBoundsToWorld(left, right, top, bottom, setCollisionGroup)
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Sets the bounds of the Physics world to match the Game.World dimensions.
You can optionally set which 'walls' to create: left, right, top or bottom.Parameters:
Name Type Argument Default Description left
boolean <optional>
true If true will create the left bounds wall.
right
boolean <optional>
true If true will create the right bounds wall.
top
boolean <optional>
true If true will create the top bounds wall.
bottom
boolean <optional>
true If true will create the bottom bounds wall.
setCollisionGroup
boolean <optional>
true If true the Bounds will be set to use its own Collision Group.
- Source - physics/p2/World.js, line 552
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setWorldMaterial(material, left, right, top, bottom)
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Sets the given material against the 4 bounds of this World.
Parameters:
Name Type Argument Default Description material
Phaser.Physics.P2.Material The material to set.
left
boolean <optional>
true If true will set the material on the left bounds wall.
right
boolean <optional>
true If true will set the material on the right bounds wall.
top
boolean <optional>
true If true will set the material on the top bounds wall.
bottom
boolean <optional>
true If true will set the material on the bottom bounds wall.
- Source - physics/p2/World.js, line 569
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startSystem(system)
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This will create an instance of the requested physics simulation.
Phaser.Physics.Arcade is running by default, but all others need activating directly.You can start the following physics systems:
Phaser.Physics.P2JS - A full-body advanced physics system by Stefan Hedman.
Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system.
Phaser.Physics.BOX2D - A commercial Phaser Plugin (see http://phaser.io)Both Ninja Physics and Box2D require their respective plugins to be loaded before you can start them.
They are not bundled into the core Phaser library.If the physics world has already been created (i.e. in another state in your game) then
calling startSystem will reset the physics world, not re-create it. If you need to start them again from their constructors
then set Phaser.Physics.p2 (or whichever system you want to recreate) tonull
before callingstartSystem
.Parameters:
Name Type Description system
number The physics system to start: Phaser.Physics.ARCADE, Phaser.Physics.P2JS, Phaser.Physics.NINJA or Phaser.Physics.BOX2D.
- Source - physics/Physics.js, line 142
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<internal> update()
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Updates all running physics systems.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - physics/Physics.js, line 287