new P2(game, config)
This is your main access to the P2 Physics World. From here you can create materials, listen for events and add bodies into the physics simulation.
Parameters:
Name | Type | Argument | Description |
---|---|---|---|
game |
Phaser.Game | Reference to the current game instance. |
|
config |
object |
<optional> |
Physics configuration object passed in from the game constructor. |
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Classes
- Body
- BodyDebug
- CollisionGroup
- ContactMaterial
- DistanceConstraint
- FixtureList
- GearConstraint
- InversePointProxy
- LockConstraint
- Material
- PointProxy
- PrismaticConstraint
- RevoluteConstraint
- RotationalSpring
- Spring
Members
-
applyDamping
-
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Properties:
Name Type Description applyDamping
boolean Enable to automatically apply body damping each step.
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applyGravity
-
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Properties:
Name Type Description applyGravity
boolean Enable to automatically apply gravity each step.
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applySpringForces
-
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Properties:
Name Type Description applySpringForces
boolean Enable to automatically apply spring forces each step.
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boundsCollidesWith
-
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Properties:
Name Type Description boundsCollidesWith
array An array of the bodies the world bounds collides with.
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boundsCollisionGroup
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Properties:
Name Type Description boundsCollisionGroup
Phaser.Physics.P2.CollisionGroup A default collision group.
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callbackContext
-
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Properties:
Name Type Description callbackContext
object The context under which the callbacks are fired.
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collisionGroups
-
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Properties:
Name Type Description collisionGroups
array An array containing the collision groups that have been defined in the World.
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<protected> config
-
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Properties:
Name Type Description config
object The p2 World configuration object.
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contactMaterial
-
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Properties:
Name Type Description contactMaterial
p2.ContactMaterial The default Contact Material being used by the World.
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emitImpactEvent
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Properties:
Name Type Description emitImpactEvent
boolean Set to true if you want to the world to emit the "impact" event. Turning this off could improve performance.
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everythingCollisionGroup
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Properties:
Name Type Description everythingCollisionGroup
Phaser.Physics.P2.CollisionGroup A default collision group.
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frameRate
-
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Properties:
Name Type Description frameRate
number The frame rate the world will be stepped at. Defaults to 1 / 60, but you can change here. Also see useElapsedTime property.
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friction
-
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Properties:
Name Type Description friction
number Friction between colliding bodies. This value is used if no matching ContactMaterial is found for a Material pair.
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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.Physics.P2.InversePointProxy The gravity applied to all bodies each step.
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<protected> materials
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Properties:
Name Type Description materials
array.<Phaser.Physics.P2.Material> A local array of all created Materials.
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nothingCollisionGroup
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Properties:
Name Type Description nothingCollisionGroup
Phaser.Physics.P2.CollisionGroup A default collision group.
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onBeginContact
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Properties:
Name Type Description onBeginContact
Phaser.Signal Dispatched when a first contact is created between two bodies. This event is fired before the step has been done.
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onBodyAdded
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Properties:
Name Type Description onBodyAdded
Phaser.Signal Dispatched when a new Body is added to the World.
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onBodyRemoved
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Properties:
Name Type Description onBodyRemoved
Phaser.Signal Dispatched when a Body is removed from the World.
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onConstraintAdded
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Properties:
Name Type Description onConstraintAdded
Phaser.Signal Dispatched when a new Constraint is added to the World.
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onConstraintRemoved
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Properties:
Name Type Description onConstraintRemoved
Phaser.Signal Dispatched when a Constraint is removed from the World.
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onContactMaterialAdded
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Properties:
Name Type Description onContactMaterialAdded
Phaser.Signal Dispatched when a new ContactMaterial is added to the World.
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onContactMaterialRemoved
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Properties:
Name Type Description onContactMaterialRemoved
Phaser.Signal Dispatched when a ContactMaterial is removed from the World.
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onEndContact
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Properties:
Name Type Description onEndContact
Phaser.Signal Dispatched when final contact occurs between two bodies. This event is fired before the step has been done.
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onSpringAdded
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Properties:
Name Type Description onSpringAdded
Phaser.Signal Dispatched when a new Spring is added to the World.
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onSpringRemoved
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Properties:
Name Type Description onSpringRemoved
Phaser.Signal Dispatched when a Spring is removed from the World.
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paused
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- Default Value:
- false
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Properties:
Name Type Description paused
boolean The paused state of the P2 World.
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postBroadphaseCallback
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Properties:
Name Type Description postBroadphaseCallback
function A postBroadphase callback.
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restitution
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Properties:
Name Type Description restitution
number Default coefficient of restitution between colliding bodies. This value is used if no matching ContactMaterial is found for a Material pair.
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sleepMode
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How to deactivate bodies during simulation. Possible modes are: World.NO_SLEEPING, World.BODY_SLEEPING and World.ISLAND_SLEEPING. If sleeping is enabled, you might need to wake up the bodies if they fall asleep when they shouldn't. If you want to enable sleeping in the world, but want to disable it for a particular body, see Body.allowSleep.
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Properties:
Name Type Description sleepMode
number -
solveConstraints
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Properties:
Name Type Description solveConstraints
boolean Enable/disable constraint solving in each step.
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<readonly> time
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Properties:
Name Type Description time
boolean The World time.
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<readonly> total
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Properties:
Name Type Description total
number The total number of bodies in the world.
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useElapsedTime
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- Default Value:
- false
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Properties:
Name Type Description useElapsedTime
boolean If true the frameRate value will be ignored and instead p2 will step with the value of Game.Time.physicsElapsed, which is a delta time value.
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walls
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Properties:
Name Type Description walls
object An object containing the 4 wall bodies that bound the physics world.
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<protected> world
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Properties:
Name Type Description world
p2.World The p2 World in which the simulation is run.
Methods
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addBody(body) → {boolean}
-
Add a body to the world.
Parameters:
Name Type Description body
Phaser.Physics.P2.Body The Body to add to the World.
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Returns:
True if the Body was added successfully, otherwise false.
- Type
- boolean
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addConstraint(constraint) → {Phaser.Physics.P2.Constraint}
-
Adds a Constraint to the world.
Parameters:
Name Type Description constraint
Phaser.Physics.P2.Constraint The Constraint to add to the World.
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Returns:
The Constraint that was added.
- Type
- Phaser.Physics.P2.Constraint
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addContactMaterial(material) → {Phaser.Physics.P2.ContactMaterial}
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Adds a Contact Material to the world.
Parameters:
Name Type Description material
Phaser.Physics.P2.ContactMaterial The Contact Material to be added to the World.
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Returns:
The Contact Material that was added.
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addSpring(spring) → {Phaser.Physics.P2.Spring}
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Adds a Spring to the world.
Parameters:
Name Type Description spring
Phaser.Physics.P2.Spring | p2.LinearSpring | p2.RotationalSpring The Spring to add to the World.
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Returns:
The Spring that was added.
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beginContactHandler(event)
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Handles a p2 begin contact event.
Parameters:
Name Type Description event
object The event data.
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clear()
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Clears all bodies from the simulation, resets callbacks and resets the collision bitmask.
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clearTilemapLayerBodies(map, layer)
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Clears all physics bodies from the given TilemapLayer that were created with
World.convertTilemap
.Parameters:
Name Type Argument Description map
Phaser.Tilemap The Tilemap to get the map data from.
layer
number | string | Phaser.TilemapLayer <optional>
The layer to operate on. If not given will default to map.currentLayer.
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convertCollisionObjects(map, layer, addToWorld) → {array}
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Converts all of the polylines objects inside a Tiled ObjectGroup into physics bodies that are added to the world. Note that the polylines must be created in such a way that they can withstand polygon decomposition.
Parameters:
Name Type Argument Default Description map
Phaser.Tilemap The Tilemap to get the map data from.
layer
number | string | Phaser.TilemapLayer <optional>
The layer to operate on. If not given will default to map.currentLayer.
addToWorld
boolean <optional>
true If true it will automatically add each body to the world.
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Returns:
An array of the Phaser.Physics.Body objects that have been created.
- Type
- array
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convertTilemap(map, layer, addToWorld, optimize) → {array}
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Goes through all tiles in the given Tilemap and TilemapLayer and converts those set to collide into physics bodies. Only call this after you have specified all of the tiles you wish to collide with calls like Tilemap.setCollisionBetween, etc. Every time you call this method it will destroy any previously created bodies and remove them from the world. Therefore understand it's a very expensive operation and not to be done in a core game update loop.
Parameters:
Name Type Argument Default Description map
Phaser.Tilemap The Tilemap to get the map data from.
layer
number | string | Phaser.TilemapLayer <optional>
The layer to operate on. If not given will default to map.currentLayer.
addToWorld
boolean <optional>
true If true it will automatically add each body to the world, otherwise it's up to you to do so.
optimize
boolean <optional>
true If true adjacent colliding tiles will be combined into a single body to save processing. However it means you cannot perform specific Tile to Body collision responses.
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Returns:
An array of the Phaser.Physics.P2.Body objects that were created.
- Type
- array
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createBody(x, y, mass, addToWorld, options, points) → {Phaser.Physics.P2.Body}
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Creates a new Body and adds it to the World.
Parameters:
Name Type Argument Default Description x
number The x coordinate of Body.
y
number The y coordinate of Body.
mass
number The mass of the Body. A mass of 0 means a 'static' Body is created.
addToWorld
boolean <optional>
false Automatically add this Body to the world? (usually false as it won't have any shapes on construction).
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
are numbers.- Source:
Returns:
The body
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createCollisionGroup(object)
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Creates a new Collision Group and optionally applies it to the given object. Collision Groups are handled using bitmasks, therefore you have a fixed limit you can create before you need to re-use older groups.
Parameters:
Name Type Argument Description object
Phaser.Group | Phaser.Sprite <optional>
An optional Sprite or Group to apply the Collision Group to. If a Group is given it will be applied to all top-level children.
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createContactMaterial(materialA, materialB, options) → {Phaser.Physics.P2.ContactMaterial}
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Creates a Contact Material from the two given Materials. You can then edit the properties of the Contact Material directly.
Parameters:
Name Type Argument Description materialA
Phaser.Physics.P2.Material <optional>
The first Material to create the ContactMaterial from. If undefined it will create a new Material object first.
materialB
Phaser.Physics.P2.Material <optional>
The second Material to create the ContactMaterial from. If undefined it will create a new Material object first.
options
object <optional>
Material options object.
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Returns:
The Contact Material that was created.
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createDistanceConstraint(bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce) → {Phaser.Physics.P2.DistanceConstraint}
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Creates a constraint that tries to keep the distance between two bodies constant.
Parameters:
Name Type Argument Description bodyA
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body.
bodyB
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body.
distance
number The distance to keep between the bodies.
localAnchorA
Array <optional>
The anchor point for bodyA, defined locally in bodyA frame. Defaults to [0,0].
localAnchorB
Array <optional>
The anchor point for bodyB, defined locally in bodyB frame. Defaults to [0,0].
maxForce
number <optional>
The maximum force that should be applied to constrain the bodies.
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Returns:
The constraint
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createGearConstraint(bodyA, bodyB, angle, ratio) → {Phaser.Physics.P2.GearConstraint}
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Creates a constraint that tries to keep the distance between two bodies constant.
Parameters:
Name Type Argument Default Description bodyA
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body.
bodyB
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body.
angle
number <optional>
0 The relative angle
ratio
number <optional>
1 The gear ratio.
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Returns:
The constraint
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createLockConstraint(bodyA, bodyB, offset, angle, maxForce) → {Phaser.Physics.P2.LockConstraint}
-
Locks the relative position between two bodies.
Parameters:
Name Type Argument Default Description bodyA
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body.
bodyB
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body.
offset
Array <optional>
The offset of bodyB in bodyA's frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
angle
number <optional>
0 The angle of bodyB in bodyA's frame.
maxForce
number <optional>
The maximum force that should be applied to constrain the bodies.
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Returns:
The constraint
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createMaterial(name, body) → {Phaser.Physics.P2.Material}
-
Creates a Material. Materials are applied to Shapes owned by a Body and can be set with Body.setMaterial(). Materials are a way to control what happens when Shapes collide. Combine unique Materials together to create Contact Materials. Contact Materials have properties such as friction and restitution that allow for fine-grained collision control between different Materials.
Parameters:
Name Type Argument Description name
string <optional>
Optional name of the Material. Each Material has a unique ID but string names are handy for debugging.
body
Phaser.Physics.P2.Body <optional>
Optional Body. If given it will assign the newly created Material to the Body shapes.
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Returns:
The Material that was created. This is also stored in Phaser.Physics.P2.materials.
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createParticle(x, y, mass, addToWorld, options, points)
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Creates a new Particle and adds it to the World.
Parameters:
Name Type Argument Default Description x
number The x coordinate of Body.
y
number The y coordinate of Body.
mass
number The mass of the Body. A mass of 0 means a 'static' Body is created.
addToWorld
boolean <optional>
false Automatically add this Body to the world? (usually false as it won't have any shapes on construction).
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
are numbers.- Source:
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createPrismaticConstraint(bodyA, bodyB, lockRotation, anchorA, anchorB, axis, maxForce) → {Phaser.Physics.P2.PrismaticConstraint}
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Constraint that only allows bodies to move along a line, relative to each other. See http://www.iforce2d.net/b2dtut/joints-prismatic
Parameters:
Name Type Argument Default Description bodyA
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body.
bodyB
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body.
lockRotation
boolean <optional>
true If set to false, bodyB will be free to rotate around its anchor point.
anchorA
Array <optional>
Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
anchorB
Array <optional>
Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
axis
Array <optional>
An axis, defined in body A frame, that body B's anchor point may slide along. The value is an array with 2 elements matching x and y, i.e: [32, 32].
maxForce
number <optional>
The maximum force that should be applied to constrain the bodies.
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Returns:
The constraint
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createRevoluteConstraint(bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot) → {Phaser.Physics.P2.RevoluteConstraint}
-
Connects two bodies at given offset points, letting them rotate relative to each other around this point. The pivot points are given in world (pixel) coordinates.
Parameters:
Name Type Argument Default Description bodyA
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body.
pivotA
Array The point relative to the center of mass of bodyA which bodyA is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32].
bodyB
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body.
pivotB
Array The point relative to the center of mass of bodyB which bodyB is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32].
maxForce
number <optional>
0 The maximum force that should be applied to constrain the bodies.
worldPivot
Float32Array <optional>
null A pivot point given in world coordinates. If specified, localPivotA and localPivotB are automatically computed from this value.
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Returns:
The constraint
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createRotationalSpring(bodyA, bodyB, restAngle, stiffness, damping) → {Phaser.Physics.P2.RotationalSpring}
-
Creates a rotational spring, connecting two bodies. A spring can have a resting length, a stiffness and damping.
Parameters:
Name Type Argument Default Description bodyA
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body.
bodyB
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body.
restAngle
number <optional>
The relative angle of bodies at which the spring is at rest. If not given, it's set to the current relative angle between the bodies.
stiffness
number <optional>
100 Stiffness of the spring. A number >= 0.
damping
number <optional>
1 Damping of the spring. A number >= 0.
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Returns:
The spring
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createSpring(bodyA, bodyB, restLength, stiffness, damping, worldA, worldB, localA, localB) → {Phaser.Physics.P2.Spring}
-
Creates a linear spring, connecting two bodies. A spring can have a resting length, a stiffness and damping.
Parameters:
Name Type Argument Default Description bodyA
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body.
bodyB
Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body.
restLength
number <optional>
1 Rest length of the spring. A number > 0.
stiffness
number <optional>
100 Stiffness of the spring. A number >= 0.
damping
number <optional>
1 Damping of the spring. A number >= 0.
worldA
Array <optional>
Where to hook the spring to body A in world coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].
worldB
Array <optional>
Where to hook the spring to body B in world coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].
localA
Array <optional>
Where to hook the spring to body A in local body coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].
localB
Array <optional>
Where to hook the spring to body B in local body coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].
- Source:
Returns:
The spring
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destroy()
-
Clears all bodies from the simulation and unlinks World from Game. Should only be called on game shutdown. Call
clear
on a State change.- Source:
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enable(object, debug, children)
-
This will create a P2 Physics body on the given game object or array of game 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. Note: When the game object is enabled for P2 physics it has its anchor x/y set to 0.5 so it becomes centered.
Parameters:
Name Type Argument Default Description object
object | array | Phaser.Group The game object to create the physics body on. Can also be an array or Group of objects, a body will be created on every child that has a
body
property.debug
boolean <optional>
false Create a debug object to go with this body?
children
boolean <optional>
true Should a body be created on all children of this object? If true it will recurse down the display list as far as it can go.
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enableBody(object, debug)
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Creates a P2 Physics body on the given game object. A game object can only have 1 physics body active at any one time, and it can't be changed until the body is nulled.
Parameters:
Name Type Description object
object The game object to create the physics body on. A body will only be created if this object has a null
body
property.debug
boolean Create a debug object to go with this body?
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endContactHandler(event)
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Handles a p2 end contact event.
Parameters:
Name Type Description event
object The event data.
- Source:
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getBodies() → {array.<Phaser.Physics.P2.Body>}
-
Populates and returns an array with references to of all current Bodies in the world.
- Source:
Returns:
An array containing all current Bodies in the world.
- Type
- array.<Phaser.Physics.P2.Body>
-
getBody(object) → {p2.Body}
-
Checks the given object to see if it has a p2.Body and if so returns it.
Parameters:
Name Type Description object
object The object to check for a p2.Body on.
- Source:
Returns:
The p2.Body, or null if not found.
- Type
- p2.Body
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getConstraints() → {array.<Phaser.Physics.P2.Constraint>}
-
Populates and returns an array of all current Constraints in the world.
- Source:
Returns:
An array containing all current Constraints in the world.
- Type
- array.<Phaser.Physics.P2.Constraint>
-
getContactMaterial(materialA, materialB) → {Phaser.Physics.P2.ContactMaterial|boolean}
-
Gets a Contact Material based on the two given Materials.
Parameters:
Name Type Description materialA
Phaser.Physics.P2.Material The first Material to search for.
materialB
Phaser.Physics.P2.Material The second Material to search for.
- Source:
Returns:
The Contact Material or false if none was found matching the Materials given.
- Type
- Phaser.Physics.P2.ContactMaterial | boolean
-
getSprings() → {array.<Phaser.Physics.P2.Spring>}
-
Populates and returns an array of all current Springs in the world.
- Source:
Returns:
An array containing all current Springs in the world.
- Type
- array.<Phaser.Physics.P2.Spring>
-
hitTest(worldPoint, bodies, precision, filterStatic) → {Array}
-
Test if a world point overlaps bodies. You will get an array of actual P2 bodies back. You can find out which Sprite a Body belongs to (if any) by checking the Body.parent.sprite property. Body.parent is a Phaser.Physics.P2.Body property.
Parameters:
Name Type Argument Default Description worldPoint
Phaser.Point Point to use for intersection tests. The points values must be in world (pixel) coordinates.
bodies
Array.<(Phaser.Physics.P2.Body|Phaser.Sprite|p2.Body)> <optional>
A list of objects to check for intersection. If not given it will check Phaser.Physics.P2.world.bodies (i.e. all world bodies)
precision
number <optional>
5 Used for matching against particles and lines. Adds some margin to these infinitesimal objects.
filterStatic
boolean <optional>
false If true all Static objects will be removed from the results array.
- Source:
Returns:
Array of bodies that overlap the point.
- Type
- Array
-
mpx(v) → {number}
-
Convert p2 physics value (meters) to pixel scale. By default Phaser uses a scale of 20px per meter. If you need to modify this you can over-ride these functions via the Physics Configuration object.
Parameters:
Name Type Description v
number The value to convert.
- Source:
Returns:
The scaled value.
- Type
- number
-
mpxi(v) → {number}
-
Convert p2 physics value (meters) to pixel scale and inverses it. By default Phaser uses a scale of 20px per meter. If you need to modify this you can over-ride these functions via the Physics Configuration object.
Parameters:
Name Type Description v
number The value to convert.
- Source:
Returns:
The scaled value.
- Type
- number
-
pause()
-
Pauses the P2 World independent of the game pause state.
- Source:
-
preUpdate()
-
Called at the start of the core update loop. Purges flagged bodies from the world.
- Source:
-
pxm(v) → {number}
-
Convert pixel value to p2 physics scale (meters). By default Phaser uses a scale of 20px per meter. If you need to modify this you can over-ride these functions via the Physics Configuration object.
Parameters:
Name Type Description v
number The value to convert.
- Source:
Returns:
The scaled value.
- Type
- number
-
pxmi(v) → {number}
-
Convert pixel value to p2 physics scale (meters) and inverses it. By default Phaser uses a scale of 20px per meter. If you need to modify this you can over-ride these functions via the Physics Configuration object.
Parameters:
Name Type Description v
number The value to convert.
- Source:
Returns:
The scaled value.
- Type
- number
-
removeBody(body) → {Phaser.Physics.P2.Body}
-
Removes a body from the world. This will silently fail if the body wasn't part of the world to begin with.
Parameters:
Name Type Description body
Phaser.Physics.P2.Body The Body to remove from the World.
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Returns:
The Body that was removed.
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removeBodyNextStep(body)
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This will add a P2 Physics body into the removal list for the next step.
Parameters:
Name Type Description body
Phaser.Physics.P2.Body The body to remove at the start of the next step.
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removeConstraint(constraint) → {Phaser.Physics.P2.Constraint}
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Removes a Constraint from the world.
Parameters:
Name Type Description constraint
Phaser.Physics.P2.Constraint The Constraint to be removed from the World.
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Returns:
The Constraint that was removed.
- Type
- Phaser.Physics.P2.Constraint
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removeContactMaterial(material) → {Phaser.Physics.P2.ContactMaterial}
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Removes a Contact Material from the world.
Parameters:
Name Type Description material
Phaser.Physics.P2.ContactMaterial The Contact Material to be removed from the World.
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Returns:
The Contact Material that was removed.
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removeSpring(spring) → {Phaser.Physics.P2.Spring}
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Removes a Spring from the world.
Parameters:
Name Type Description spring
Phaser.Physics.P2.Spring The Spring to remove from the World.
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Returns:
The Spring that was removed.
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resume()
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Resumes a paused P2 World.
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setBounds(x, y, width, height, left, right, top, bottom, setCollisionGroup)
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Sets the bounds of the Physics world to match the given world pixel dimensions. You can optionally set which 'walls' to create: left, right, top or bottom.
Parameters:
Name Type Argument Default Description x
number The x coordinate of the top-left corner of the bounds.
y
number The y coordinate of the top-left corner of the bounds.
width
number The width of the bounds.
height
number The height of the bounds.
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.
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setImpactEvents(state)
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Impact event handling is disabled by default. Enable it before any impact events will be dispatched. In a busy world hundreds of impact events can be generated every step, so only enable this if you cannot do what you need via beginContact or collision masks.
Parameters:
Name Type Description state
boolean Set to true to enable impact events, or false to disable.
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setMaterial(material, bodies)
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Sets the given Material against all Shapes owned by all the Bodies in the given array.
Parameters:
Name Type Description material
Phaser.Physics.P2.Material The Material to be applied to the given Bodies.
bodies
array.<Phaser.Physics.P2.Body> An Array of Body objects that the given Material will be set on.
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setPostBroadphaseCallback(callback, context)
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Sets a callback to be fired after the Broadphase has collected collision pairs in the world. Just because a pair exists it doesn't mean they will collide, just that they potentially could do. If your calback returns
false
the pair will be removed from the narrowphase. This will stop them testing for collision this step. Returningtrue
from the callback will ensure they are checked in the narrowphase.Parameters:
Name Type Description callback
function The callback that will receive the postBroadphase event data. It must return a boolean. Set to null to disable an existing callback.
context
object The context under which the callback will be fired.
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toJSON() → {object}
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Converts the current world into a JSON object.
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Returns:
A JSON representation of the world.
- Type
- object
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update()
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Internal P2 update loop.
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updateBoundsCollisionGroup(setCollisionGroup)
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By default the World will be set to collide everything with everything. The bounds of the world is a Body with 4 shapes, one for each face. If you start to use your own collision groups then your objects will no longer collide with the bounds. To fix this you need to adjust the bounds to use its own collision group first BEFORE changing your Sprites collision group.
Parameters:
Name Type Argument Default Description setCollisionGroup
boolean <optional>
true If true the Bounds will be set to use its own Collision Group.
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