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.
Parameters:
Name | Type | Argument | Default | Description |
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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). |
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Members
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<static> DYNAMIC :Number
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Dynamic body.
Type:
- Number
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Properties:
Name Type Description DYNAMIC
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<static> KINEMATIC :Number
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Kinematic body.
Type:
- Number
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Properties:
Name Type Description KINEMATIC
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<static> STATIC :Number
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Static body.
Type:
- Number
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Properties:
Name Type Description STATIC
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allowSleep
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Properties:
Name Type Description allowSleep
boolean -
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angle
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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.
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Properties:
Name Type Description angle
number The angle of this Body in degrees.
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angularDamping
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Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second.
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Properties:
Name Type Description angularDamping
number The angular damping acting acting on the body.
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angularForce
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Properties:
Name Type Description angularForce
number The angular force acting on the body.
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angularVelocity
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Properties:
Name Type Description angularVelocity
number The angular velocity of the body.
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collideWorldBounds
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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.
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Properties:
Name Type Description collideWorldBounds
boolean Should the Body collide with the World bounds?
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damping
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Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second.
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Properties:
Name Type Description damping
number The linear damping acting on the body in the velocity direction.
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<protected> data
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Properties:
Name Type Description data
p2.Body The p2 Body data.
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debug
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Properties:
Name Type Description debug
boolean Enable or disable debug drawing of this body
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debugBody
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Properties:
Name Type Description debugBody
Phaser.Physics.P2.BodyDebug Reference to the debug body.
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dynamic
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Properties:
Name Type Description dynamic
boolean Returns true if the Body is dynamic. Setting Body.dynamic to 'false' will make it static.
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fixedRotation
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Properties:
Name Type Description fixedRotation
boolean -
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force
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Properties:
Name Type Description force
Phaser.InversePointProxy The force applied to the body.
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game
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Properties:
Name Type Description game
Phaser.Game Local reference to game.
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gravity
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Properties:
Name Type Description gravity
Phaser.Point A locally applied gravity force to the Body. Applied directly before the world step. NOTE: Not currently implemented.
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<readonly> id
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Properties:
Name Type Description id
number The Body ID. Each Body that has been added to the World has a unique ID.
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inertia
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Properties:
Name Type Description inertia
number The inertia of the body around the Z axis..
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kinematic
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Properties:
Name Type Description kinematic
boolean Returns true if the Body is kinematic. Setting Body.kinematic to 'false' will make it static.
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mass
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Properties:
Name Type Description mass
number -
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motionState
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Properties:
Name Type Description 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).
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offset
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Properties:
Name Type Description offset
Phaser.Point The offset of the Physics Body from the Sprite x/y position.
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onBeginContact
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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 4 parameters: The body it is in contact with, the shape from this body that caused the contact, the shape from the contact body and the contact equation data array.
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Properties:
Name Type Description onBeginContact
Phaser.Signal -
onEndContact
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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 3 parameters: The body it is in contact with, the shape from this body that caused the contact and the shape from the contact body.
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Properties:
Name Type Description onEndContact
Phaser.Signal -
onImpact
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Dispatched when the shape/s of this Body impact with another. The event will be sent 2 parameters, this Body and the impact Body.
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Properties:
Name Type Description onImpact
Phaser.Signal -
removeNextStep
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Properties:
Name Type Description 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.
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rotation
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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.
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Properties:
Name Type Description rotation
number The angle of this Body in radians.
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sleepSpeedLimit
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Properties:
Name Type Description sleepSpeedLimit
number .
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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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static
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Properties:
Name Type Description static
boolean Returns true if the Body is static. Setting Body.static to 'false' will make it dynamic.
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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.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.
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world
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Properties:
Name Type Description world
Phaser.Physics.P2 Local reference to the P2 World.
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x
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Properties:
Name Type Description x
number The x coordinate of this Body.
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y
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Properties:
Name Type Description y
number The y coordinate of this Body.
Methods
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addCapsule(length, radius, offsetX, offsetY, rotation) → {p2.Capsule}
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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 radians.
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.
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Returns:
The Capsule shape that was added to the Body.
- Type
- p2.Capsule
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addCircle(radius, offsetX, offsetY, rotation) → {p2.Circle}
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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.
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Returns:
The Circle shape that was added to the Body.
- Type
- p2.Circle
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addLine(length, offsetX, offsetY, rotation) → {p2.Line}
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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.
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Returns:
The Line shape that was added to the Body.
- Type
- p2.Line
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addParticle(offsetX, offsetY, rotation) → {p2.Particle}
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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.
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Returns:
The Particle shape that was added to the Body.
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- p2.Particle
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addPlane(offsetX, offsetY, rotation) → {p2.Plane}
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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.
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Returns:
The Plane shape that was added to the Body.
- Type
- p2.Plane
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addPolygon(options, points) → {boolean}
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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
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Returns:
True on success, else false.
- Type
- boolean
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addPolygonFixture(fixtureData)
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Add a polygon fixture. This is used during #loadPhaserPolygon.
Parameters:
Name Type Description fixtureData
string The data for the fixture. It contains: isSensor, filter (collision) and the actual polygon shapes.
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addRectangle(width, height, offsetX, offsetY, rotation) → {p2.Rectangle}
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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.
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Returns:
The Rectangle shape that was added to the Body.
- Type
- p2.Rectangle
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addShape(shape, offsetX, offsetY, rotation) → {p2.Circle|p2.Rectangle|p2.Plane|p2.Line|p2.Particle}
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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.
Parameters:
Name Type Argument Default Description 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.
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Returns:
The shape that was added to the body.
- Type
- p2.Circle | p2.Rectangle | p2.Plane | p2.Line | p2.Particle
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addToWorld()
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Adds this physics body to the world.
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adjustCenterOfMass()
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Moves the shape offsets so their center of mass becomes the body center of mass.
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applyDamping(dt)
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Apply damping, see http://code.google.com/p/bullet/issues/detail?id=74 for details.
Parameters:
Name Type Description dt
number Current time step.
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applyForce(force, worldX, worldY)
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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
number The force to add.
worldX
number The world x point to apply the force on.
worldY
number The world y point to apply the force on.
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clearCollision(clearGroup, clearMask, shape)
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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.
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clearShapes()
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Removes all Shapes from this Body.
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collides(group, callback, callbackContext, shape)
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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.
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createBodyCallback(object, callback, callbackContext)
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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.
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createGroupCallback(group, callback, callbackContext)
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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.
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destroy()
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Destroys this Body and all references it holds to other objects.
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getCollisionMask() → {number}
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Gets the collision bitmask from the groups this body collides with.
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Returns:
The bitmask.
- Type
- number
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loadPhaserPolygon(key, object)
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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.
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loadPolygon(key, object, options) → {boolean}
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Reads the shape data from a physics data file stored in the Game.Cache and adds it as a polygon to this Body.
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.
options
object An object containing the build options. Note that this isn't used if the data file contains multiple shapes.
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.
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Returns:
True on success, else false.
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- boolean
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loadPolygon(key, object, options) → {boolean}
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Reads the physics data from a physics data file stored in the Game.Cache. It will add the shape data to this Body, as well as set the density (mass), friction and bounce (restitution) values.
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.
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.
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Returns:
True on success, else false.
- Type
- boolean
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moveBackward(speed)
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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.
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moveDown(speed)
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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.
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moveForward(speed)
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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.
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moveLeft(speed)
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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.
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moveRight(speed)
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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.
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moveUp(speed)
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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.
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<protected> postUpdate()
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Internal method. This is called directly before the sprites are sent to the renderer and after the update function has finished.
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<protected> preUpdate()
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Internal method. This is called directly before the sprites are sent to the renderer and after the update function has finished.
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removeFromWorld()
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Removes this physics body from the world.
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removeShape(shape) → {boolean}
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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.
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Returns:
True if the shape was found and removed, else false.
- Type
- boolean
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reset(x, y, resetDamping, resetMass)
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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.
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rever(speed)
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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.
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rotateLeft(speed)
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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.
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rotateRight(speed)
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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.
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setCircle(radius, offsetX, offsetY, rotation)
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Clears any previously set shapes. Then creates a new Circle shape and adds it to this Body.
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.
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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.
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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.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.
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setRectangle(width, height, offsetX, offsetY, rotation) → {p2.Rectangle}
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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.
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.
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Returns:
The Rectangle shape that was added to the Body.
- Type
- p2.Rectangle
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setRectangleFromSprite(sprite) → {p2.Rectangle}
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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.
Parameters:
Name Type Argument Description sprite
Phaser.Sprite | Phaser.Image <optional>
The Sprite on which the Rectangle will get its dimensions.
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Returns:
The Rectangle shape that was added to the Body.
- Type
- p2.Rectangle
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setZeroDamping()
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Sets the Body damping and angularDamping to zero.
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setZeroForce()
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Sets the force on the body to zero.
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setZeroRotation()
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If this Body is dynamic then this will zero its angular velocity.
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setZeroVelocity()
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If this Body is dynamic then this will zero its velocity on both axis.
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shapeChanged()
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Updates the debug draw if any body shapes change.
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thrust(speed)
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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.
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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.
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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.
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updateCollisionMask(shape)
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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.
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