new Body(sprite)
The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than the Sprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body.
Parameters:
Name | Type | Description |
---|---|---|
sprite |
Phaser.Sprite | The Sprite object this physics body belongs to. |
- Source - physics/arcade/Body.js, line 15
Members
-
acceleration :Phaser.Point
-
The acceleration is the rate of change of the velocity. Measured in pixels per second squared.
- Source - physics/arcade/Body.js, line 160
-
allowGravity :boolean
-
Allow this Body to be influenced by gravity? Either world or local.
- Default Value:
- true
- Source - physics/arcade/Body.js, line 171
-
allowRotation :boolean
-
Allow this Body to be rotated? (via angularVelocity, etc)
- Default Value:
- true
- Source - physics/arcade/Body.js, line 78
-
<readonly> angle :number
-
The angle of the Body in radians, as calculated by its angularVelocity.
- Source - physics/arcade/Body.js, line 288
-
angularAcceleration :number
-
The angular acceleration is the rate of change of the angular velocity. Measured in radians per second squared.
- Source - physics/arcade/Body.js, line 264
-
angularDrag :number
-
The drag applied during the rotation of the Body.
- Source - physics/arcade/Body.js, line 270
-
angularVelocity :number
-
The angular velocity controls the rotation speed of the Body. It is measured in radians per second.
- Source - physics/arcade/Body.js, line 258
-
blocked :object
-
This object is populated with boolean values when the Body collides with the World bounds or a Tile. For example if blocked.up is true then the Body cannot move up. An object containing on which faces this Body is blocked from moving, if any.
- Source - physics/arcade/Body.js, line 388
-
<readonly> bottom :number
-
The bottom value of this Body (same as Body.y + Body.height)
- Source - physics/arcade/Body.js, line 1368
-
bounce :Phaser.Point
-
The elasticity of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity.
- Source - physics/arcade/Body.js, line 181
-
<readonly> center :Phaser.Point
-
The center coordinate of the Physics Body.
- Source - physics/arcade/Body.js, line 139
-
checkCollision :object
-
Set the checkCollision properties to control which directions collision is processed for this Body. For example checkCollision.up = false means it won't collide when the collision happened while moving up. An object containing allowed collision.
- Source - physics/arcade/Body.js, line 368
-
collideWorldBounds :boolean
-
A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World. Should the Body collide with the World bounds?
- Source - physics/arcade/Body.js, line 361
-
customSeparateX :boolean
-
This flag allows you to disable the custom x separation that takes place by Physics.Arcade.separate. Used in combination with your own collision processHandler you can create whatever type of collision response you need. Use a custom separation system or the built-in one?
- Source - physics/arcade/Body.js, line 323
-
customSeparateY :boolean
-
This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate. Used in combination with your own collision processHandler you can create whatever type of collision response you need. Use a custom separation system or the built-in one?
- Source - physics/arcade/Body.js, line 331
-
deltaMax :Phaser.Point
-
The Sprite position is updated based on the delta x/y values. You can set a cap on those (both +-) using deltaMax.
- Source - physics/arcade/Body.js, line 155
-
dirty :boolean
-
If this Body in a preUpdate (true) or postUpdate (false) state?
- Source - physics/arcade/Body.js, line 400
-
drag :Phaser.Point
-
The drag applied to the motion of the Body.
- Source - physics/arcade/Body.js, line 165
-
embedded :boolean
-
If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each other?) this is set to true. Body embed value.
- Source - physics/arcade/Body.js, line 355
-
enable :boolean
-
A disabled body won't be checked for any form of collision or overlap or have its pre/post updates run.
- Default Value:
- true
- Source - physics/arcade/Body.js, line 36
-
facing :number
-
A const reference to the direction the Body is traveling or facing.
- Source - physics/arcade/Body.js, line 300
-
friction :Phaser.Point
-
The amount of movement that will occur if another object 'rides' this one.
- Source - physics/arcade/Body.js, line 252
-
game :Phaser.Game
-
Local reference to game.
- Source - physics/arcade/Body.js, line 25
-
gravity :Phaser.Point
-
A local gravity applied to this Body. If non-zero this over rides any world gravity, unless Body.allowGravity is set to false.
- Source - physics/arcade/Body.js, line 176
-
<readonly> halfHeight :number
-
The calculated height / 2 of the physics body.
- Source - physics/arcade/Body.js, line 133
-
<readonly> halfWidth :number
-
The calculated width / 2 of the physics body.
- Source - physics/arcade/Body.js, line 127
-
<readonly> height :number
-
The calculated height of the physics body.
- Source - physics/arcade/Body.js, line 103
-
immovable :boolean
-
An immovable Body will not receive any impacts from other bodies.
- Source - physics/arcade/Body.js, line 306
-
<readonly> isCircle :boolean
-
If
true
this Body is using circular collision detection. Iffalse
it is using rectangular. UseBody.setCircle
to control the collision shape this Body uses.- Source - physics/arcade/Body.js, line 45
-
isMoving :boolean
-
Set by the
moveTo
andmoveFrom
methods.- Source - physics/arcade/Body.js, line 420
-
left :number
-
The x position of the Body. The same as
Body.x
.- Source - physics/arcade/Body.js, line 1325
-
mass :number
-
The mass of the Body. When two bodies collide their mass is used in the calculation to determine the exchange of velocity.
- Default Value:
- 1
- Source - physics/arcade/Body.js, line 282
-
maxAngular :number
-
The maximum angular velocity in radians per second that the Body can reach.
- Default Value:
- 1000
- Source - physics/arcade/Body.js, line 276
-
maxVelocity :Phaser.Point
-
The maximum velocity in pixels per second sq. that the Body can reach.
- Source - physics/arcade/Body.js, line 247
-
movementCallback :function
-
Optional callback. If set, invoked during the running of
moveTo
ormoveFrom
events.- Source - physics/arcade/Body.js, line 465
-
movementCallbackContext :object
-
Context in which to call the movementCallback.
- Source - physics/arcade/Body.js, line 470
-
moves :boolean
-
If you have a Body that is being moved around the world via a tween or a Group motion, but its local x/y position never actually changes, then you should set Body.moves = false. Otherwise it will most likely fly off the screen. If you want the physics system to move the body around, then set moves to true. Set to true to allow the Physics system to move this Body, otherwise false to move it manually.
- Default Value:
- true
- Source - physics/arcade/Body.js, line 315
-
<readonly> newVelocity :Phaser.Point
-
The new velocity. Calculated during the Body.preUpdate and applied to its position.
- Source - physics/arcade/Body.js, line 150
-
offset :Phaser.Point
-
The offset of the Physics Body from the Sprite x/y position.
- Source - physics/arcade/Body.js, line 60
-
onCollide :Phaser.Signal
-
A Signal that is dispatched when this Body collides with another Body.
You still need to call
game.physics.arcade.collide
in yourupdate
method in order for this signal to be dispatched.Usually you'd pass a callback to the
collide
method, but this signal provides for a different level of notification.Due to the potentially high volume of signals this could create it is disabled by default.
To use this feature set this property to a Phaser.Signal:
sprite.body.onCollide = new Phaser.Signal()
and it will be called when a collision happens, passing two arguments: the sprites which collided. The first sprite in the argument is always the owner of this Body.If two Bodies with this Signal set collide, both will dispatch the Signal.
- Source - physics/arcade/Body.js, line 221
-
onMoveComplete :Phaser.Signal
-
Listen for the completion of
moveTo
ormoveFrom
events.- Source - physics/arcade/Body.js, line 460
-
onOverlap :Phaser.Signal
-
A Signal that is dispatched when this Body overlaps with another Body.
You still need to call
game.physics.arcade.overlap
in yourupdate
method in order for this signal to be dispatched.Usually you'd pass a callback to the
overlap
method, but this signal provides for a different level of notification.Due to the potentially high volume of signals this could create it is disabled by default.
To use this feature set this property to a Phaser.Signal:
sprite.body.onOverlap = new Phaser.Signal()
and it will be called when a collision happens, passing two arguments: the sprites which collided. The first sprite in the argument is always the owner of this Body.If two Bodies with this Signal set collide, both will dispatch the Signal.
- Source - physics/arcade/Body.js, line 241
-
onWorldBounds :Phaser.Signal
-
A Signal that is dispatched when this Body collides with the world bounds. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal:
sprite.body.onWorldBounds = new Phaser.Signal()
and it will be called when a collision happens, passing five arguments:onWorldBounds(sprite, up, down, left, right)
where the Sprite is a reference to the Sprite that owns this Body, and the other arguments are booleans indicating on which side of the world the Body collided.- Source - physics/arcade/Body.js, line 201
-
overlapR :number
-
If
Body.isCircle
is true, and this body collides with another circular body, the amount of overlap is stored here. The amount of overlap during the collision.- Source - physics/arcade/Body.js, line 349
-
overlapX :number
-
When this body collides with another, the amount of overlap is stored here. The amount of horizontal overlap during the collision.
- Source - physics/arcade/Body.js, line 337
-
overlapY :number
-
When this body collides with another, the amount of overlap is stored here. The amount of vertical overlap during the collision.
- Source - physics/arcade/Body.js, line 343
-
<readonly> position :Phaser.Point
-
The position of the physics body.
- Source - physics/arcade/Body.js, line 66
-
<readonly> preRotation :number
-
The previous rotation of the physics body.
- Source - physics/arcade/Body.js, line 91
-
<readonly> prev :Phaser.Point
-
The previous position of the physics body.
- Source - physics/arcade/Body.js, line 72
-
<readonly> radius :number
-
The radius of the circular collision shape this Body is using if Body.setCircle has been enabled. If you wish to change the radius then call
setCircle
again with the new value. If you wish to stop the Body using a circle then callsetCircle
with a radius of zero (or undefined).- Source - physics/arcade/Body.js, line 55
-
<readonly> right :number
-
The right value of this Body (same as Body.x + Body.width)
- Source - physics/arcade/Body.js, line 1339
-
rotation :number
-
An Arcade Physics Body can have angularVelocity and angularAcceleration. Please understand that the collision Body itself never rotates, it is always axis-aligned. However these values are passed up to the parent Sprite and updates its rotation.
- Source - physics/arcade/Body.js, line 85
-
skipQuadTree :boolean
-
If true and you collide this Sprite against a Group, it will disable the collision check from using a QuadTree.
- Source - physics/arcade/Body.js, line 405
-
<readonly> sourceHeight :number
-
The un-scaled original size.
- Source - physics/arcade/Body.js, line 115
-
<readonly> sourceWidth :number
-
The un-scaled original size.
- Source - physics/arcade/Body.js, line 109
-
<readonly> speed :number
-
The speed of the Body as calculated by its velocity.
- Source - physics/arcade/Body.js, line 294
-
sprite :Phaser.Sprite
-
Reference to the parent Sprite.
- Source - physics/arcade/Body.js, line 20
-
stopVelocityOnCollide :boolean
-
Set by the
moveTo
andmoveFrom
methods.- Source - physics/arcade/Body.js, line 425
-
syncBounds :boolean
-
If true the Body will check itself against the Sprite.getBounds() dimensions and adjust its width and height accordingly. If false it will compare its dimensions against the Sprite scale instead, and adjust its width height if the scale has changed. Typically you would need to enable syncBounds if your sprite is the child of a responsive display object such as a FlexLayer, or in any situation where the Sprite scale doesn't change, but its parents scale is effecting the dimensions regardless.
- Source - physics/arcade/Body.js, line 415
-
tilePadding :Phaser.Point
-
If this is an especially small or fast moving object then it can sometimes skip over tilemap collisions if it moves through a tile in a step. Set this padding value to add extra padding to its bounds. tilePadding.x applied to its width, y to its height. Extra padding to be added to this sprite's dimensions when checking for tile collision.
- Source - physics/arcade/Body.js, line 395
-
top :number
-
The y position of the Body. The same as
Body.y
.- Source - physics/arcade/Body.js, line 1354
-
touching :object
-
This object is populated with boolean values when the Body collides with another. touching.up = true means the collision happened to the top of this Body for example. An object containing touching results.
- Source - physics/arcade/Body.js, line 375
-
type :number
-
The type of physics system this body belongs to.
- Source - physics/arcade/Body.js, line 30
-
velocity :Phaser.Point
-
The velocity, or rate of change in speed of the Body. Measured in pixels per second.
- Source - physics/arcade/Body.js, line 144
-
wasTouching :object
-
This object is populated with previous touching values from the bodies previous collision. An object containing previous touching results.
- Source - physics/arcade/Body.js, line 381
-
<readonly> width :number
-
The calculated width of the physics body.
- Source - physics/arcade/Body.js, line 97
-
worldBounce :Phaser.Point
-
The elasticity of the Body when colliding with the World bounds. By default this property is
null
, in which caseBody.bounce
is used instead. Set this property to a Phaser.Point object in order to enable a World bounds specific bounce value.- Source - physics/arcade/Body.js, line 189
-
x :number
-
The x position.
- Source - physics/arcade/Body.js, line 1383
-
y :number
-
The y position.
- Source - physics/arcade/Body.js, line 1402
Methods
-
<internal> checkWorldBounds() → {boolean}
-
Internal method.
Returns:
boolean -True if the Body collided with the world bounds, otherwise false.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - physics/arcade/Body.js, line 793
-
deltaAbsX() → {number}
-
Returns the absolute delta x value.
Returns:
number -The absolute delta value.
- Source - physics/arcade/Body.js, line 1243
-
deltaAbsY() → {number}
-
Returns the absolute delta y value.
Returns:
number -The absolute delta value.
- Source - physics/arcade/Body.js, line 1255
-
deltaX() → {number}
-
Returns the delta x value. The difference between Body.x now and in the previous step.
Returns:
number -The delta value. Positive if the motion was to the right, negative if to the left.
- Source - physics/arcade/Body.js, line 1267
-
deltaY() → {number}
-
Returns the delta y value. The difference between Body.y now and in the previous step.
Returns:
number -The delta value. Positive if the motion was downwards, negative if upwards.
- Source - physics/arcade/Body.js, line 1279
-
deltaZ() → {number}
-
Returns the delta z value. The difference between Body.rotation now and in the previous step.
Returns:
number -The delta value. Positive if the motion was clockwise, negative if anti-clockwise.
- Source - physics/arcade/Body.js, line 1291
-
destroy()
-
Destroys this Body.
First it calls Group.removeFromHash if the Game Object this Body belongs to is part of a Group. Then it nulls the Game Objects body reference, and nulls this Body.sprite reference.
- Source - physics/arcade/Body.js, line 1303
-
getBounds(obj) → {object}
-
Returns the bounds of this physics body.
Only used internally by the World collision methods.
Parameters:
Name Type Description obj
object The object in which to set the bounds values.
Returns:
object -The object that was given to this method.
- Source - physics/arcade/Body.js, line 1163
-
hitTest(x, y) → {boolean}
-
Tests if a world point lies within this Body.
Parameters:
Name Type Description x
number The world x coordinate to test.
y
number The world y coordinate to test.
Returns:
boolean -True if the given coordinates are inside this Body, otherwise false.
- Source - physics/arcade/Body.js, line 1193
-
moveFrom(duration, speed, direction) → {boolean}
-
Note: This method is experimental, and may be changed or removed in a future release.
This method moves the Body in the given direction, for the duration specified. It works by setting the velocity on the Body, and an internal timer, and then monitoring the duration each frame. When the duration is up the movement is stopped and the
Body.onMoveComplete
signal is dispatched.Movement also stops if the Body collides or overlaps with any other Body.
You can control if the velocity should be reset to zero on collision, by using the property
Body.stopVelocityOnCollide
.Stop the movement at any time by calling
Body.stopMovement
.You can optionally set a speed in pixels per second. If not specified it will use the current
Body.speed
value. If this is zero, the function will return false.Please note that due to browser timings you should allow for a variance in when the duration will actually expire. Depending on system it may be as much as +- 50ms. Also this method doesn't take into consideration any other forces acting on the Body, such as Gravity, drag or maxVelocity, all of which may impact the movement.
Parameters:
Name Type Argument Description duration
integer The duration of the movement, in ms.
speed
integer <optional>
The speed of the movement, in pixels per second. If not provided
Body.speed
is used.direction
integer <optional>
The angle of movement. If not provided
Body.angle
is used.Returns:
boolean -True if the movement successfully started, otherwise false.
- Source - physics/arcade/Body.js, line 877
-
moveTo(duration, distance, direction) → {boolean}
-
Note: This method is experimental, and may be changed or removed in a future release.
This method moves the Body in the given direction, for the duration specified. It works by setting the velocity on the Body, and an internal distance counter. The distance is monitored each frame. When the distance equals the distance specified in this call, the movement is stopped, and the
Body.onMoveComplete
signal is dispatched.Movement also stops if the Body collides or overlaps with any other Body.
You can control if the velocity should be reset to zero on collision, by using the property
Body.stopVelocityOnCollide
.Stop the movement at any time by calling
Body.stopMovement
.Please note that due to browser timings you should allow for a variance in when the distance will actually expire.
Note: This method doesn't take into consideration any other forces acting on the Body, such as Gravity, drag or maxVelocity, all of which may impact the movement.
Parameters:
Name Type Argument Description duration
integer The duration of the movement, in ms.
distance
integer The distance, in pixels, the Body will move.
direction
integer <optional>
The angle of movement. If not provided
Body.angle
is used.Returns:
boolean -True if the movement successfully started, otherwise false.
- Source - physics/arcade/Body.js, line 951
-
onFloor() → {boolean}
-
Returns true if the bottom of this Body is in contact with either the world bounds or a tile.
Returns:
boolean -True if in contact with either the world bounds or a tile.
- Source - physics/arcade/Body.js, line 1207
-
onTop() → {boolean}
-
Returns true if the top of this Body is in contact with either the world bounds or a tile.
Returns:
boolean -True if in contact with either the world bounds or a tile.
- Source - physics/arcade/Body.js, line 1219
-
onWall() → {boolean}
-
Returns true if either side of this Body is in contact with either the world bounds or a tile.
Returns:
boolean -True if in contact with either the world bounds or a tile.
- Source - physics/arcade/Body.js, line 1231
-
<internal> postUpdate()
-
Internal method.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - physics/arcade/Body.js, line 707
-
<internal> preUpdate()
-
Internal method.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - physics/arcade/Body.js, line 550
-
render(context, body, color, filled)
-
Render Sprite Body.
Parameters:
Name Type Argument Default Description context
object The context to render to.
body
Phaser.Physics.Arcade.Body The Body to render the info of.
color
string <optional>
'rgba(0,255,0,0.4)' color of the debug info to be rendered. (format is css color string).
filled
boolean <optional>
true Render the objected as a filled (default, true) or a stroked (false)
- Source - physics/arcade/Body.js, line 1422
-
renderBodyInfo(body, x, y, color)
-
Render Sprite Body Physics Data as text.
Parameters:
Name Type Argument Default Description body
Phaser.Physics.Arcade.Body The Body to render the info of.
x
number X position of the debug info to be rendered.
y
number Y position of the debug info to be rendered.
color
string <optional>
'rgb(255,255,255)' color of the debug info to be rendered. (format is css color string).
- Source - physics/arcade/Body.js, line 1468
-
reset(x, y)
-
Resets all Body values (velocity, acceleration, rotation, etc)
Parameters:
Name Type Description x
number The new x position of the Body.
y
number The new y position of the Body.
- Source - physics/arcade/Body.js, line 1128
-
setCircle(radius, offsetX, offsetY)
-
Sets this Body as using a circle, of the given radius, for all collision detection instead of a rectangle. The radius is given in pixels and is the distance from the center of the circle to the edge.
You can also control the x and y offset, which is the position of the Body relative to the top-left of the Sprite.
To change a Body back to being rectangular again call
Body.setSize
.Note: Circular collision only happens with other Arcade Physics bodies, it does not work against tile maps, where rectangular collision is the only method supported.
Parameters:
Name Type Argument Description radius
number <optional>
The radius of the Body in pixels. Pass a value of zero / undefined, to stop the Body using a circle for collision.
offsetX
number <optional>
The X offset of the Body from the Sprite position.
offsetY
number <optional>
The Y offset of the Body from the Sprite position.
- Source - physics/arcade/Body.js, line 1082
-
setSize(width, height, offsetX, offsetY)
-
You can modify the size of the physics Body to be any dimension you need. This allows you to make it smaller, or larger, than the parent Sprite. You can also control the x and y offset of the Body. This is the position of the Body relative to the top-left of the Sprite texture.
For example: If you have a Sprite with a texture that is 80x100 in size, and you want the physics body to be 32x32 pixels in the middle of the texture, you would do:
setSize(32, 32, 24, 34)
Where the first two parameters is the new Body size (32x32 pixels). 24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34 is the vertical offset.
Calling
setSize
on a Body that has already hadsetCircle
will reset all of the Circle properties, making this Body rectangular again.Parameters:
Name Type Argument Description width
number The width of the Body.
height
number The height of the Body.
offsetX
number <optional>
The X offset of the Body from the top-left of the Sprites texture.
offsetY
number <optional>
The Y offset of the Body from the top-left of the Sprites texture.
- Source - physics/arcade/Body.js, line 1038
-
stopMovement(stopVelocity)
-
If this Body is moving as a result of a call to
moveTo
ormoveFrom
(i.e. it has Body.isMoving true), then calling this method will stop the movement before either the duration or distance counters expire.The
onMoveComplete
signal is dispatched.Parameters:
Name Type Argument Description stopVelocity
boolean <optional>
Should the Body.velocity be set to zero?
- Source - physics/arcade/Body.js, line 679
-
<internal> updateBounds()
-
Internal method.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - physics/arcade/Body.js, line 506
-
<internal> updateMovement()
-
Internal method.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - physics/arcade/Body.js, line 638