phaser/v2-community/docs/Phaser.Physics.Arcade.Body.html
2016-11-28 18:50:06 +02:00

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<li class="class-depth-0">
<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#BUTTON">BUTTON</a>
</li>
<li class="class-depth-0">
<a href="global.html#CANVAS">CANVAS</a>
</li>
<li class="class-depth-0">
<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#CENTER">CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#CIRCLE">CIRCLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#clear">clear</a>
</li>
<li class="class-depth-0">
<a href="global.html#CREATURE">CREATURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#destroyCachedSprite">destroyCachedSprite</a>
</li>
<li class="class-depth-0">
<a href="global.html#displayList">displayList</a>
</li>
<li class="class-depth-0">
<a href="global.html#DOWN">DOWN</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawCircle">drawCircle</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawEllipse">drawEllipse</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawPolygon">drawPolygon</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawRect">drawRect</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawRoundedRect">drawRoundedRect</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawShape">drawShape</a>
</li>
<li class="class-depth-0">
<a href="global.html#ELLIPSE">ELLIPSE</a>
</li>
<li class="class-depth-0">
<a href="global.html#emit">emit</a>
</li>
<li class="class-depth-0">
<a href="global.html#EMITTER">EMITTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#endFill">endFill</a>
</li>
<li class="class-depth-0">
<a href="global.html#GAMES">GAMES</a>
</li>
<li class="class-depth-0">
<a href="global.html#generateTexture">generateTexture</a>
</li>
<li class="class-depth-0">
<a href="global.html#getBounds">getBounds</a>
</li>
<li class="class-depth-0">
<a href="global.html#getLocalBounds">getLocalBounds</a>
</li>
<li class="class-depth-0">
<a href="global.html#GRAPHICS">GRAPHICS</a>
</li>
<li class="class-depth-0">
<a href="global.html#GROUP">GROUP</a>
</li>
<li class="class-depth-0">
<a href="global.html#HEADLESS">HEADLESS</a>
</li>
<li class="class-depth-0">
<a href="global.html#HORIZONTAL">HORIZONTAL</a>
</li>
<li class="class-depth-0">
<a href="global.html#IMAGE">IMAGE</a>
</li>
<li class="class-depth-0">
<a href="global.html#LANDSCAPE">LANDSCAPE</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT">LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_TOP">LEFT_TOP</a>
</li>
<li class="class-depth-0">
<a href="global.html#LINE">LINE</a>
</li>
<li class="class-depth-0">
<a href="global.html#lineStyle">lineStyle</a>
</li>
<li class="class-depth-0">
<a href="global.html#lineTo">lineTo</a>
</li>
<li class="class-depth-0">
<a href="global.html#listeners">listeners</a>
</li>
<li class="class-depth-0">
<a href="global.html#MATRIX">MATRIX</a>
</li>
<li class="class-depth-0">
<a href="global.html#mixin">mixin</a>
</li>
<li class="class-depth-0">
<a href="global.html#moveTo">moveTo</a>
</li>
<li class="class-depth-0">
<a href="global.html#NONE">NONE</a>
</li>
<li class="class-depth-0">
<a href="global.html#off">off</a>
</li>
<li class="class-depth-0">
<a href="global.html#on">on</a>
</li>
<li class="class-depth-0">
<a href="global.html#once">once</a>
</li>
<li class="class-depth-0">
<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
</li>
<li class="class-depth-2">
<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINT">POINT</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINTER">POINTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#POLYGON">POLYGON</a>
</li>
<li class="class-depth-0">
<a href="global.html#PORTRAIT">PORTRAIT</a>
</li>
<li class="class-depth-0">
<a href="global.html#quadraticCurveTo">quadraticCurveTo</a>
</li>
<li class="class-depth-0">
<a href="global.html#RECTANGLE">RECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#removeAllListeners">removeAllListeners</a>
</li>
<li class="class-depth-0">
<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#RETROFONT">RETROFONT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT">RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_BOTTOM">RIGHT_BOTTOM</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_CENTER">RIGHT_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_TOP">RIGHT_TOP</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROPE">ROPE</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#scaleModes">scaleModes</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITE">SPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
</li>
<li class="class-depth-0">
<a href="global.html#stopImmediatePropagation">stopImmediatePropagation</a>
</li>
<li class="class-depth-0">
<a href="global.html#stopPropagation">stopPropagation</a>
</li>
<li class="class-depth-0">
<a href="global.html#TEXT">TEXT</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILEMAP">TILEMAP</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILESPRITE">TILESPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#TOP_CENTER">TOP_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#TOP_LEFT">TOP_LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#TOP_RIGHT">TOP_RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#UP">UP</a>
</li>
<li class="class-depth-0">
<a href="global.html#updateLocalBounds">updateLocalBounds</a>
</li>
<li class="class-depth-0">
<a href="global.html#VERSION">VERSION</a>
</li>
<li class="class-depth-0">
<a href="global.html#VERTICAL">VERTICAL</a>
</li>
<li class="class-depth-0">
<a href="global.html#VIDEO">VIDEO</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL">WEBGL</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL_MULTI">WEBGL_MULTI</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
<li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li>
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Weapon.html">Weapon</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
<li class="class-depth-1"><a href="Phaser.KeyCode.html">Key Codes</a></li>
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
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<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
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<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span8">
<div id="main">
<!--<h1 class="page-title">Class: Body</h1>-->
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a><a href="Phaser.Physics.html">.Physics</a><a href="Phaser.Physics.Arcade.html">.Arcade</a>.</span>
Body
</h2>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name "
id="Body"><span class="type-signature"></span>new Body<span class="signature">(sprite)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than<br>the Sprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>sprite</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
</td>
<td class="description last"><p>The Sprite object this physics body belongs to.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-15">line 15</a>
</dt>
</dl>
</dd>
</div>
<h3 class="subsection-title">Members</h3>
<dl>
<dt>
<h4 class="name "
id="acceleration"><span class="type-signature"></span>acceleration<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The acceleration is the rate of change of the velocity. Measured in pixels per second squared.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-160">line 160</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="allowGravity"><span class="type-signature"></span>allowGravity<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Allow this Body to be influenced by gravity? Either world or local.</p>
</div>
<dl class="details">
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-171">line 171</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="allowRotation"><span class="type-signature"></span>allowRotation<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Allow this Body to be rotated? (via angularVelocity, etc)</p>
</div>
<dl class="details">
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-78">line 78</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="angle"><span class="type-signature">&lt;readonly> </span>angle<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The angle of the Body's velocity in radians.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-288">line 288</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="angularAcceleration"><span class="type-signature"></span>angularAcceleration<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The angular acceleration is the rate of change of the angular velocity. Measured in degrees per second squared.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-264">line 264</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="angularDrag"><span class="type-signature"></span>angularDrag<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The drag applied during the rotation of the Body. Measured in degrees per second squared.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-270">line 270</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="angularVelocity"><span class="type-signature"></span>angularVelocity<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The angular velocity controls the rotation speed of the Body. It is measured in degrees per second.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-258">line 258</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blocked"><span class="type-signature"></span>blocked<span class="type-signature"> :object</span></h4>
</dt>
<dd>
<div class="description">
<p>This object is populated with boolean values when the Body collides with the World bounds or a Tile.<br>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.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-390">line 390</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="bottom"><span class="type-signature">&lt;readonly> </span>bottom<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The bottom value of this Body (same as Body.y + Body.height)</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-1376">line 1376</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="bounce"><span class="type-signature"></span>bounce<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The elasticity of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-181">line 181</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="center"><span class="type-signature">&lt;readonly> </span>center<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The center coordinate of the Physics Body.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-139">line 139</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="checkCollision"><span class="type-signature"></span>checkCollision<span class="type-signature"> :object</span></h4>
</dt>
<dd>
<div class="description">
<p>Set the checkCollision properties to control which directions collision is processed for this Body.<br>For example checkCollision.up = false means it won't collide when the collision happened while moving up.<br>If you need to disable a Body entirely, use <code>body.enable = false</code>, this will also disable motion.<br>If you need to disable just collision and/or overlap checks, but retain motion, set <code>checkCollision.none = true</code>. An object containing allowed collision.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-370">line 370</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="collideWorldBounds"><span class="type-signature"></span>collideWorldBounds<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>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?</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-361">line 361</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="customSeparateX"><span class="type-signature"></span>customSeparateX<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>This flag allows you to disable the custom x separation that takes place by Physics.Arcade.separate.<br>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?</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-323">line 323</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="customSeparateY"><span class="type-signature"></span>customSeparateY<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate.<br>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?</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-331">line 331</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="deltaMax"><span class="type-signature"></span>deltaMax<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The Sprite position is updated based on the delta x/y values. You can set a cap on those (both +-) using deltaMax.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-155">line 155</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="dirty"><span class="type-signature"></span>dirty<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If this Body in a preUpdate (true) or postUpdate (false) state?</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-402">line 402</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="drag"><span class="type-signature"></span>drag<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The drag applied to the motion of the Body.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-165">line 165</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="embedded"><span class="type-signature"></span>embedded<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>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.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-355">line 355</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="enable"><span class="type-signature"></span>enable<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>A disabled body won't be checked for any form of collision or overlap or have its pre/post updates run.</p>
</div>
<dl class="details">
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-36">line 36</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="facing"><span class="type-signature"></span>facing<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>A const reference to the direction the Body is traveling or facing.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-300">line 300</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="friction"><span class="type-signature"></span>friction<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The amount of movement that will occur if another object 'rides' this one.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-252">line 252</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="game"><span class="type-signature"></span>game<span class="type-signature"> :<a href="Phaser.Game.html">Phaser.Game</a></span></h4>
</dt>
<dd>
<div class="description">
<p>Local reference to game.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-25">line 25</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="gravity"><span class="type-signature"></span>gravity<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A local gravity applied to this Body. If non-zero this over rides any world gravity, unless Body.allowGravity is set to false.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-176">line 176</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="halfHeight"><span class="type-signature">&lt;readonly> </span>halfHeight<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The calculated height / 2 of the physics body.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-133">line 133</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="halfWidth"><span class="type-signature">&lt;readonly> </span>halfWidth<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The calculated width / 2 of the physics body.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-127">line 127</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="height"><span class="type-signature">&lt;readonly> </span>height<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The calculated height of the physics body.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-103">line 103</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="immovable"><span class="type-signature"></span>immovable<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>An immovable Body will not receive any impacts from other bodies.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-306">line 306</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="isCircle"><span class="type-signature">&lt;readonly> </span>isCircle<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If <code>true</code> this Body is using circular collision detection. If <code>false</code> it is using rectangular.<br>Use <code>Body.setCircle</code> to control the collision shape this Body uses.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-45">line 45</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="isMoving"><span class="type-signature"></span>isMoving<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Set by the <code>moveTo</code> and <code>moveFrom</code> methods.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-422">line 422</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="left"><span class="type-signature"></span>left<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The x position of the Body. The same as <code>Body.x</code>.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-1333">line 1333</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="mass"><span class="type-signature"></span>mass<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The mass of the Body. When two bodies collide their mass is used in the calculation to determine the exchange of velocity.</p>
</div>
<dl class="details">
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>1</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-282">line 282</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="maxAngular"><span class="type-signature"></span>maxAngular<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The maximum angular velocity in degrees per second that the Body can reach.</p>
</div>
<dl class="details">
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>1000</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-276">line 276</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="maxVelocity"><span class="type-signature"></span>maxVelocity<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The maximum velocity in pixels per second sq. that the Body can reach.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-247">line 247</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="movementCallback"><span class="type-signature"></span>movementCallback<span class="type-signature"> :function</span></h4>
</dt>
<dd>
<div class="description">
<p>Optional callback. If set, invoked during the running of <code>moveTo</code> or <code>moveFrom</code> events.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-467">line 467</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="movementCallbackContext"><span class="type-signature"></span>movementCallbackContext<span class="type-signature"> :object</span></h4>
</dt>
<dd>
<div class="description">
<p>Context in which to call the movementCallback.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-472">line 472</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="moves"><span class="type-signature"></span>moves<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>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<br>actually changes, then you should set Body.moves = false. Otherwise it will most likely fly off the screen.<br>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.</p>
</div>
<dl class="details">
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-315">line 315</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="newVelocity"><span class="type-signature">&lt;readonly> </span>newVelocity<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The new velocity. Calculated during the Body.preUpdate and applied to its position.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-150">line 150</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="offset"><span class="type-signature"></span>offset<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The offset of the Physics Body from the Sprite x/y position.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-60">line 60</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onCollide"><span class="type-signature"></span>onCollide<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A Signal that is dispatched when this Body collides with another Body.</p>
<p>You still need to call <code>game.physics.arcade.collide</code> in your <code>update</code> method in order<br>for this signal to be dispatched.</p>
<p>Usually you'd pass a callback to the <code>collide</code> method, but this signal provides for<br>a different level of notification.</p>
<p>Due to the potentially high volume of signals this could create it is disabled by default.</p>
<p>To use this feature set this property to a Phaser.Signal: <code>sprite.body.onCollide = new Phaser.Signal()</code><br>and it will be called when a collision happens, passing two arguments: the sprites which collided.<br>The first sprite in the argument is always the owner of this Body.</p>
<p>If two Bodies with this Signal set collide, both will dispatch the Signal.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-221">line 221</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onMoveComplete"><span class="type-signature"></span>onMoveComplete<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>Listen for the completion of <code>moveTo</code> or <code>moveFrom</code> events.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-462">line 462</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onOverlap"><span class="type-signature"></span>onOverlap<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A Signal that is dispatched when this Body overlaps with another Body.</p>
<p>You still need to call <code>game.physics.arcade.overlap</code> in your <code>update</code> method in order<br>for this signal to be dispatched.</p>
<p>Usually you'd pass a callback to the <code>overlap</code> method, but this signal provides for<br>a different level of notification.</p>
<p>Due to the potentially high volume of signals this could create it is disabled by default.</p>
<p>To use this feature set this property to a Phaser.Signal: <code>sprite.body.onOverlap = new Phaser.Signal()</code><br>and it will be called when a collision happens, passing two arguments: the sprites which collided.<br>The first sprite in the argument is always the owner of this Body.</p>
<p>If two Bodies with this Signal set collide, both will dispatch the Signal.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-241">line 241</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onWorldBounds"><span class="type-signature"></span>onWorldBounds<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A Signal that is dispatched when this Body collides with the world bounds.<br>Due to the potentially high volume of signals this could create it is disabled by default.<br>To use this feature set this property to a Phaser.Signal: <code>sprite.body.onWorldBounds = new Phaser.Signal()</code><br>and it will be called when a collision happens, passing five arguments:<br><code>onWorldBounds(sprite, up, down, left, right)</code><br>where the Sprite is a reference to the Sprite that owns this Body, and the other arguments are booleans<br>indicating on which side of the world the Body collided.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-201">line 201</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="overlapR"><span class="type-signature"></span>overlapR<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>If <code>Body.isCircle</code> is true, and this body collides with another circular body, the amount of overlap is stored here. The amount of overlap during the collision.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-349">line 349</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="overlapX"><span class="type-signature"></span>overlapX<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>When this body collides with another, the amount of overlap is stored here. The amount of horizontal overlap during the collision.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-337">line 337</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="overlapY"><span class="type-signature"></span>overlapY<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>When this body collides with another, the amount of overlap is stored here. The amount of vertical overlap during the collision.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-343">line 343</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="position"><span class="type-signature">&lt;readonly> </span>position<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The position of the physics body.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-66">line 66</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="preRotation"><span class="type-signature">&lt;readonly> </span>preRotation<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The previous rotation of the physics body.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-91">line 91</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="prev"><span class="type-signature">&lt;readonly> </span>prev<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The previous position of the physics body.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-72">line 72</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="radius"><span class="type-signature">&lt;readonly> </span>radius<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The radius of the circular collision shape this Body is using if Body.setCircle has been enabled.<br>If you wish to change the radius then call <code>setCircle</code> again with the new value.<br>If you wish to stop the Body using a circle then call <code>setCircle</code> with a radius of zero (or undefined).</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-55">line 55</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="right"><span class="type-signature">&lt;readonly> </span>right<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The right value of this Body (same as Body.x + Body.width)</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-1347">line 1347</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="rotation"><span class="type-signature"></span>rotation<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The Body's rotation in degrees, as calculated by its angularVelocity and angularAcceleration. Please understand that the collision Body<br>itself never rotates, it is always axis-aligned. However these values are passed up to the parent Sprite and updates its rotation.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-85">line 85</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="skipQuadTree"><span class="type-signature"></span>skipQuadTree<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If true and you collide this Sprite against a Group, it will disable the collision check from using a QuadTree.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-407">line 407</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="sourceHeight"><span class="type-signature">&lt;readonly> </span>sourceHeight<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The un-scaled original size.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-115">line 115</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="sourceWidth"><span class="type-signature">&lt;readonly> </span>sourceWidth<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The un-scaled original size.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-109">line 109</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="speed"><span class="type-signature">&lt;readonly> </span>speed<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The speed of the Body as calculated by its velocity.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-294">line 294</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="sprite"><span class="type-signature"></span>sprite<span class="type-signature"> :<a href="Phaser.Sprite.html">Phaser.Sprite</a></span></h4>
</dt>
<dd>
<div class="description">
<p>Reference to the parent Sprite.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-20">line 20</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="stopVelocityOnCollide"><span class="type-signature"></span>stopVelocityOnCollide<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Set by the <code>moveTo</code> and <code>moveFrom</code> methods.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-427">line 427</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="syncBounds"><span class="type-signature"></span>syncBounds<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If true the Body will check itself against the Sprite.getBounds() dimensions and adjust its width and height accordingly.<br>If false it will compare its dimensions against the Sprite scale instead, and adjust its width height if the scale has changed.<br>Typically you would need to enable syncBounds if your sprite is the child of a responsive display object such as a FlexLayer,<br>or in any situation where the Sprite scale doesn't change, but its parents scale is effecting the dimensions regardless.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-417">line 417</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="tilePadding"><span class="type-signature"></span>tilePadding<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>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.<br>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.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-397">line 397</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="top"><span class="type-signature"></span>top<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The y position of the Body. The same as <code>Body.y</code>.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-1362">line 1362</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="touching"><span class="type-signature"></span>touching<span class="type-signature"> :object</span></h4>
</dt>
<dd>
<div class="description">
<p>This object is populated with boolean values when the Body collides with another.<br>touching.up = true means the collision happened to the top of this Body for example. An object containing touching results.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-377">line 377</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="type"><span class="type-signature"></span>type<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The type of physics system this body belongs to.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-30">line 30</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="velocity"><span class="type-signature"></span>velocity<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The velocity, or rate of change in speed of the Body. Measured in pixels per second.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-144">line 144</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="wasTouching"><span class="type-signature"></span>wasTouching<span class="type-signature"> :object</span></h4>
</dt>
<dd>
<div class="description">
<p>This object is populated with previous touching values from the bodies previous collision. An object containing previous touching results.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-383">line 383</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="width"><span class="type-signature">&lt;readonly> </span>width<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The calculated width of the physics body.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-97">line 97</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="worldBounce"><span class="type-signature"></span>worldBounce<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The elasticity of the Body when colliding with the World bounds.<br>By default this property is <code>null</code>, in which case <code>Body.bounce</code> is used instead. Set this property<br>to a Phaser.Point object in order to enable a World bounds specific bounce value.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-189">line 189</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="x"><span class="type-signature"></span>x<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The x position.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-1391">line 1391</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="y"><span class="type-signature"></span>y<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The y position.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-1410">line 1410</a>
</dt>
</dl>
</dd>
</dl>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name "
id="checkWorldBounds"><span class="type-signature">&lt;internal> </span>checkWorldBounds<span class="signature">()</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>Internal method.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">boolean</span>
-
</div>
<div class="returns-desc param-desc">
<p>True if the Body collided with the world bounds, otherwise false.</p>
</div>
</div>
<dl class="details">
<dt class="important tag-deprecated">Internal:</dt>
<dd class="tag-deprecated"><ul>
<li>This member is <em>internal (protected)</em> and may be modified or removed in the future.</li>
</ul></dd>
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-795">line 795</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="deltaAbsX"><span class="type-signature"></span>deltaAbsX<span class="signature">()</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the absolute delta x value.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">number</span>
-
</div>
<div class="returns-desc param-desc">
<p>The absolute delta value.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-1251">line 1251</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="deltaAbsY"><span class="type-signature"></span>deltaAbsY<span class="signature">()</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the absolute delta y value.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">number</span>
-
</div>
<div class="returns-desc param-desc">
<p>The absolute delta value.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-1263">line 1263</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="deltaX"><span class="type-signature"></span>deltaX<span class="signature">()</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the delta x value. The difference between Body.x now and in the previous step.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">number</span>
-
</div>
<div class="returns-desc param-desc">
<p>The delta value. Positive if the motion was to the right, negative if to the left.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-1275">line 1275</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="deltaY"><span class="type-signature"></span>deltaY<span class="signature">()</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the delta y value. The difference between Body.y now and in the previous step.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">number</span>
-
</div>
<div class="returns-desc param-desc">
<p>The delta value. Positive if the motion was downwards, negative if upwards.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-1287">line 1287</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="deltaZ"><span class="type-signature"></span>deltaZ<span class="signature">()</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the delta z value. The difference between Body.rotation now and in the previous step.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">number</span>
-
</div>
<div class="returns-desc param-desc">
<p>The delta value. Positive if the motion was clockwise, negative if anti-clockwise.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-1299">line 1299</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="destroy"><span class="type-signature"></span>destroy<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Destroys this Body.</p>
<p>First it calls Group.removeFromHash if the Game Object this Body belongs to is part of a Group.<br>Then it nulls the Game Objects body reference, and nulls this Body.sprite reference.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-1311">line 1311</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getBounds"><span class="type-signature"></span>getBounds<span class="signature">(obj)</span><span class="type-signature"> &rarr; {object}</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the bounds of this physics body.</p>
<p>Only used internally by the World collision methods.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>obj</code></td>
<td class="type">
<span class="param-type">object</span>
</td>
<td class="description last"><p>The object in which to set the bounds values.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">object</span>
-
</div>
<div class="returns-desc param-desc">
<p>The object that was given to this method.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-1171">line 1171</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="hitTest"><span class="type-signature"></span>hitTest<span class="signature">(x, y)</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>Tests if a world point lies within this Body.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The world x coordinate to test.</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The world y coordinate to test.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">boolean</span>
-
</div>
<div class="returns-desc param-desc">
<p>True if the given coordinates are inside this Body, otherwise false.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-1201">line 1201</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="moveFrom"><span class="type-signature"></span>moveFrom<span class="signature">(duration, <span class="optional">speed</span>, <span class="optional">direction</span>)</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>Note: This method is experimental, and may be changed or removed in a future release.</p>
<p>This method moves the Body in the given direction, for the duration specified.<br>It works by setting the velocity on the Body, and an internal timer, and then<br>monitoring the duration each frame. When the duration is up the movement is<br>stopped and the <code>Body.onMoveComplete</code> signal is dispatched.</p>
<p>Movement also stops if the Body collides or overlaps with any other Body.</p>
<p>You can control if the velocity should be reset to zero on collision, by using<br>the property <code>Body.stopVelocityOnCollide</code>.</p>
<p>Stop the movement at any time by calling <code>Body.stopMovement</code>.</p>
<p>You can optionally set a speed in pixels per second. If not specified it<br>will use the current <code>Body.speed</code> value. If this is zero, the function will return false.</p>
<p>Please note that due to browser timings you should allow for a variance in<br>when the duration will actually expire. Depending on system it may be as much as<br>+- 50ms. Also this method doesn't take into consideration any other forces acting<br>on the Body, such as Gravity, drag or maxVelocity, all of which may impact the<br>movement.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>duration</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
</td>
<td class="description last"><p>The duration of the movement, in ms.</p></td>
</tr>
<tr>
<td class="name"><code>speed</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="description last"><p>The speed of the movement, in pixels per second. If not provided <code>Body.speed</code> is used.</p></td>
</tr>
<tr>
<td class="name"><code>direction</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="description last"><p>The angle of movement. If not provided <code>Body.angle</code> is used.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">boolean</span>
-
</div>
<div class="returns-desc param-desc">
<p>True if the movement successfully started, otherwise false.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-879">line 879</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="moveTo"><span class="type-signature"></span>moveTo<span class="signature">(duration, distance, <span class="optional">direction</span>)</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>Note: This method is experimental, and may be changed or removed in a future release.</p>
<p>This method moves the Body in the given direction, for the duration specified.<br>It works by setting the velocity on the Body, and an internal distance counter.<br>The distance is monitored each frame. When the distance equals the distance<br>specified in this call, the movement is stopped, and the <code>Body.onMoveComplete</code><br>signal is dispatched.</p>
<p>Movement also stops if the Body collides or overlaps with any other Body.</p>
<p>You can control if the velocity should be reset to zero on collision, by using<br>the property <code>Body.stopVelocityOnCollide</code>.</p>
<p>Stop the movement at any time by calling <code>Body.stopMovement</code>.</p>
<p>Please note that due to browser timings you should allow for a variance in<br>when the distance will actually expire.</p>
<p>Note: This method doesn't take into consideration any other forces acting<br>on the Body, such as Gravity, drag or maxVelocity, all of which may impact the<br>movement.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>duration</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
</td>
<td class="description last"><p>The duration of the movement, in ms.</p></td>
</tr>
<tr>
<td class="name"><code>distance</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
</td>
<td class="description last"><p>The distance, in pixels, the Body will move.</p></td>
</tr>
<tr>
<td class="name"><code>direction</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="description last"><p>The angle of movement. If not provided <code>Body.angle</code> is used.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">boolean</span>
-
</div>
<div class="returns-desc param-desc">
<p>True if the movement successfully started, otherwise false.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-953">line 953</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onCeiling"><span class="type-signature"></span>onCeiling<span class="signature">()</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns true if the top of this Body is in contact with either the world bounds or a tile.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">boolean</span>
-
</div>
<div class="returns-desc param-desc">
<p>True if in contact with either the world bounds or a tile.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-1227">line 1227</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onFloor"><span class="type-signature"></span>onFloor<span class="signature">()</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns true if the bottom of this Body is in contact with either the world bounds or a tile.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">boolean</span>
-
</div>
<div class="returns-desc param-desc">
<p>True if in contact with either the world bounds or a tile.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-1215">line 1215</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onWall"><span class="type-signature"></span>onWall<span class="signature">()</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns true if either side of this Body is in contact with either the world bounds or a tile.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">boolean</span>
-
</div>
<div class="returns-desc param-desc">
<p>True if in contact with either the world bounds or a tile.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-1239">line 1239</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="postUpdate"><span class="type-signature">&lt;internal> </span>postUpdate<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Internal method.</p>
</div>
<dl class="details">
<dt class="important tag-deprecated">Internal:</dt>
<dd class="tag-deprecated"><ul>
<li>This member is <em>internal (protected)</em> and may be modified or removed in the future.</li>
</ul></dd>
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-709">line 709</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="preUpdate"><span class="type-signature">&lt;internal> </span>preUpdate<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Internal method.</p>
</div>
<dl class="details">
<dt class="important tag-deprecated">Internal:</dt>
<dd class="tag-deprecated"><ul>
<li>This member is <em>internal (protected)</em> and may be modified or removed in the future.</li>
</ul></dd>
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-552">line 552</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="render"><span class="type-signature"></span>render<span class="signature">(context, body, <span class="optional">color</span>, <span class="optional">filled</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Render Sprite Body.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>context</code></td>
<td class="type">
<span class="param-type">object</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The context to render to.</p></td>
</tr>
<tr>
<td class="name"><code>body</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The Body to render the info of.</p></td>
</tr>
<tr>
<td class="name"><code>color</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
'rgba(0,255,0,0.4)'
</td>
<td class="description last"><p>color of the debug info to be rendered. (format is css color string).</p></td>
</tr>
<tr>
<td class="name"><code>filled</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
true
</td>
<td class="description last"><p>Render the objected as a filled (default, true) or a stroked (false)</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-1430">line 1430</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="renderBodyInfo"><span class="type-signature"></span>renderBodyInfo<span class="signature">(body, x, y, <span class="optional">color</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Render Sprite Body Physics Data as text.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>body</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The Body to render the info of.</p></td>
</tr>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>X position of the debug info to be rendered.</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>Y position of the debug info to be rendered.</p></td>
</tr>
<tr>
<td class="name"><code>color</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
'rgb(255,255,255)'
</td>
<td class="description last"><p>color of the debug info to be rendered. (format is css color string).</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-1476">line 1476</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="reset"><span class="type-signature"></span>reset<span class="signature">(x, y)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Resets all Body values (velocity, acceleration, rotation, etc)</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The new x position of the Body.</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The new y position of the Body.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-1136">line 1136</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="setCircle"><span class="type-signature"></span>setCircle<span class="signature">(<span class="optional">radius</span>, <span class="optional">offsetX</span>, <span class="optional">offsetY</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Sets this Body as using a circle, of the given radius, for all collision detection instead of a rectangle.<br>The radius is given in pixels and is the distance from the center of the circle to the edge.</p>
<p>You can also control the x and y offset, which is the position of the Body relative to the top-left of the Sprite.</p>
<p>To change a Body back to being rectangular again call <code>Body.setSize</code>.</p>
<p>Note: Circular collision only happens with other Arcade Physics bodies, it does not<br>work against tile maps, where rectangular collision is the only method supported.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>radius</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="description last"><p>The radius of the Body in pixels. Pass a value of zero / undefined, to stop the Body using a circle for collision.</p></td>
</tr>
<tr>
<td class="name"><code>offsetX</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="description last"><p>The X offset of the Body from the Sprite position.</p></td>
</tr>
<tr>
<td class="name"><code>offsetY</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="description last"><p>The Y offset of the Body from the Sprite position.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-1090">line 1090</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="setSize"><span class="type-signature"></span>setSize<span class="signature">(width, height, <span class="optional">offsetX</span>, <span class="optional">offsetY</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>You can modify the size of the physics Body to be any dimension you need.<br>This allows you to make it smaller, or larger, than the parent Sprite.<br>You can also control the x and y offset of the Body. This is the position of the<br>Body relative to the top-left of the Sprite <em>texture</em>.</p>
<p>For example: If you have a Sprite with a texture that is 80x100 in size,<br>and you want the physics body to be 32x32 pixels in the middle of the texture, you would do:</p>
<p><code>setSize(32 / Math.abs(this.scale.x), 32 / Math.abs(this.scale.y), 24, 34)</code></p>
<p>Where the first two parameters are the new Body size (32x32 pixels) relative to the Sprite's scale.<br>24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34<br>is the vertical offset.</p>
<p>If you've scaled a Sprite by altering its <code>width</code>, <code>height</code>, or <code>scale</code> and you want to<br>position the Body relative to the Sprite's dimensions (which will differ from its texture's<br>dimensions), you should divide these arguments by the Sprite's current scale:</p>
<p><code>setSize(32 / sprite.scale.x, 32 / sprite.scale.y)</code></p>
<p>Calling <code>setSize</code> on a Body that has already had <code>setCircle</code> will reset all of the Circle<br>properties, making this Body rectangular again.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>width</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
</td>
<td class="description last"><p>The width of the Body.</p></td>
</tr>
<tr>
<td class="name"><code>height</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
</td>
<td class="description last"><p>The height of the Body.</p></td>
</tr>
<tr>
<td class="name"><code>offsetX</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="description last"><p>The X offset of the Body from the top-left of the Sprite's texture.</p></td>
</tr>
<tr>
<td class="name"><code>offsetY</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="description last"><p>The Y offset of the Body from the top-left of the Sprite's texture.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-1040">line 1040</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="stopMovement"><span class="type-signature"></span>stopMovement<span class="signature">(<span class="optional">stopVelocity</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>If this Body is moving as a result of a call to <code>moveTo</code> or <code>moveFrom</code> (i.e. it<br>has Body.isMoving true), then calling this method will stop the movement before<br>either the duration or distance counters expire.</p>
<p>The <code>onMoveComplete</code> signal is dispatched.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>stopVelocity</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="description last"><p>Should the Body.velocity be set to zero?</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-681">line 681</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="updateBounds"><span class="type-signature">&lt;internal> </span>updateBounds<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Internal method.</p>
</div>
<dl class="details">
<dt class="important tag-deprecated">Internal:</dt>
<dd class="tag-deprecated"><ul>
<li>This member is <em>internal (protected)</em> and may be modified or removed in the future.</li>
</ul></dd>
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-508">line 508</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="updateMovement"><span class="type-signature">&lt;internal> </span>updateMovement<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Internal method.</p>
</div>
<dl class="details">
<dt class="important tag-deprecated">Internal:</dt>
<dd class="tag-deprecated"><ul>
<li>This member is <em>internal (protected)</em> and may be modified or removed in the future.</li>
</ul></dd>
<dt class="tag-source">Source -
<a href="src_physics_arcade_Body.js.html">physics/arcade/Body.js</a>, <a href="src_physics_arcade_Body.js.html#sunlight-1-line-640">line 640</a>
</dt>
</dl>
</dd>
</dl>
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