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 |
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system |
Phaser.Physics.Ninja | The physics system this Body belongs to. |
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sprite |
Phaser.Sprite | The Sprite object this physics body belongs to. |
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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. |
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Members
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aabb
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Properties:
Name Type Description aabb
Phaser.Physics.Ninja.AABB The AABB object this body is using for collision.
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<readonly> angle
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Properties:
Name Type Description angle
number The angle of this Body
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<readonly> bottom
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Properties:
Name Type Description bottom
number The bottom value of this Body (same as Body.y + Body.height)
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bounce
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- Default Value:
- 0.3
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Properties:
Name Type Description 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.
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checkCollision
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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.
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Properties:
Name Type Description checkCollision
object An object containing allowed collision.
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circle
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Properties:
Name Type Description circle
Phaser.Physics.Ninja.Circle The Circle object this body is using for collision.
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collideWorldBounds
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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.
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Properties:
Name Type Description collideWorldBounds
boolean Should the Body collide with the World bounds?
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drag
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- Default Value:
- 1
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Properties:
Name Type Description drag
number The drag applied to this object as it moves.
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facing
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Properties:
Name Type Description facing
number A const reference to the direction the Body is traveling or facing.
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friction
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- Default Value:
- 0.05
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Properties:
Name Type Description friction
number The friction applied to this object as it moves.
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game
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Properties:
Name Type Description game
Phaser.Game Local reference to game.
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gravityScale
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- Default Value:
- 1
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Properties:
Name Type Description gravityScale
number How much of the world gravity should be applied to this object? 1 = all of it, 0.5 = 50%, etc.
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<readonly> height
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Properties:
Name Type Description height
number The height of this Body
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immovable
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- Default Value:
- false
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Properties:
Name Type Description immovable
boolean An immovable Body will not receive any impacts from other bodies. Not fully implemented.
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maxSpeed
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- Default Value:
- 8
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Properties:
Name Type Description maxSpeed
number The maximum speed this body can travel at (taking drag and friction into account)
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<readonly> right
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Properties:
Name Type Description right
number The right value of this Body (same as Body.x + Body.width)
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shape
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Properties:
Name Type Description shape
object A local reference to the body shape.
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<readonly> speed
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Properties:
Name Type Description speed
number The speed of this Body
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sprite
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Properties:
Name Type Description sprite
Phaser.Sprite Reference to the parent Sprite.
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system
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Properties:
Name Type Description system
Phaser.Physics.Ninja The parent physics system.
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tile
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Properties:
Name Type Description tile
Phaser.Physics.Ninja.Tile The Tile object this body is using for collision.
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touching
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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.
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Properties:
Name Type Description touching
object An object containing touching results.
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type
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Properties:
Name Type Description type
number The type of physics system this body belongs to.
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velocity
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Properties:
Name Type Description velocity
Phaser.Point The velocity in pixels per second sq. of the Body.
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wasTouching
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This object is populated with previous touching values from the bodies previous collision.
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Properties:
Name Type Description wasTouching
object An object containing previous touching results.
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<readonly> width
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Properties:
Name Type Description width
number The width of this Body
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x
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Properties:
Name Type Description x
number The x position.
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y
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Properties:
Name Type Description y
number The y position.
Methods
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deltaAbsX() → {number}
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Returns the absolute delta x value.
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Returns:
The absolute delta value.
- Type
- number
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deltaAbsY() → {number}
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Returns the absolute delta y value.
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Returns:
The absolute delta value.
- Type
- number
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deltaX() → {number}
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Returns the delta x value. The difference between Body.x now and in the previous step.
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Returns:
The delta value. Positive if the motion was to the right, negative if to the left.
- Type
- number
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deltaY() → {number}
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Returns the delta y value. The difference between Body.y now and in the previous step.
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Returns:
The delta value. Positive if the motion was downwards, negative if upwards.
- Type
- number
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<protected> postUpdate()
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Internal method.
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<protected> preUpdate()
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Internal method.
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reset()
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Resets all Body values and repositions on the Sprite.
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setZeroVelocity()
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Stops all movement of this body.
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