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. |
Members
-
acceleration : Phaser.Point
-
The acceleration is the rate of change of the velocity. Measured in pixels per second squared.
Type:
-
allowDrag : boolean
-
Allow this Body to be influenced by drag?
Type:
- boolean
- Default Value:
-
- true
- Source:
- src/physics/arcade/Body.js line 167
-
allowGravity : boolean
-
Allow this Body to be influenced by gravity? Either world or local.
Type:
- boolean
- Default Value:
-
- true
- Source:
- src/physics/arcade/Body.js line 178
-
allowRotation : boolean
-
Allow this Body to be rotated? (via angularVelocity, etc)
Type:
- boolean
- Default Value:
-
- true
- Source:
- src/physics/arcade/Body.js line 79
-
<readonly> angle : number
-
The angle of the Body's velocity in radians.
Type:
- number
-
angularAcceleration : number
-
The angular acceleration is the rate of change of the angular velocity. Measured in degrees per second squared.
Type:
- number
-
angularDrag : number
-
The drag applied during the rotation of the Body. Measured in degrees per second squared.
Type:
- number
-
angularVelocity : number
-
The angular velocity is the rate of change of the Body's rotation. It is measured in degrees per second.
Type:
- number
-
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 (none, up, down, left, right).
Type:
- object
-
<readonly> bottom : number
-
The bottom value of this Body (same as Body.y + Body.height)
Type:
- number
-
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.
Type:
-
<readonly> center : Phaser.Point
-
The center coordinate of the Physics Body.
Type:
-
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. If you need to disable a Body entirely, use
body.enable = false
, this will also disable motion. If you need to disable just collision and/or overlap checks, but retain motion, setcheckCollision.none = true
. An object containing allowed collision (none, up, down, left, right).Type:
- object
-
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?
Type:
- boolean
-
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?
Type:
- boolean
-
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?
Type:
- boolean
-
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.
Type:
-
dirty : boolean
-
If this Body in a preUpdate (true) or postUpdate (false) state?
Type:
- boolean
-
drag : Phaser.Point
-
The drag applied to the motion of the Body (when allowDrag is enabled). Measured in pixels per second squared.
Type:
-
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.
Type:
- boolean
-
enable : boolean
-
A disabled body won't be checked for any form of collision or overlap or have its pre/post updates run.
Type:
- boolean
- Default Value:
-
- true
- Source:
- src/physics/arcade/Body.js line 36
-
facing : number
-
A const reference to the direction the Body is traveling or facing: Phaser.NONE, Phaser.LEFT, Phaser.RIGHT, Phaser.UP, or Phaser.DOWN. If the Body is moving on both axes, UP and DOWN take precedence.
Type:
- number
-
friction : Phaser.Point
-
If this Body is immovable and moving, and another Body is 'riding' this one, this is the amount of motion the riding Body receives on each axis.
Type:
-
game : Phaser.Game
-
Local reference to game.
Type:
-
gravity : Phaser.Point
-
This Body's local gravity, added to any world gravity, unless Body.allowGravity is set to false.
Type:
-
<readonly> halfHeight : number
-
The calculated height / 2 of the physics body.
Type:
- number
-
<readonly> halfWidth : number
-
The calculated width / 2 of the physics body.
Type:
- number
-
<readonly> height : number
-
The calculated height of the physics body.
Type:
- number
-
immovable : boolean
-
An immovable Body will not receive any impacts from other bodies. Two immovable Bodies can't separate or exchange momentum and will pass through each other.
Type:
- boolean
-
<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.Type:
- boolean
-
isMoving : boolean
-
Set by the
moveTo
andmoveFrom
methods.Type:
- boolean
-
left : number
-
The x position of the Body. The same as
Body.x
.Type:
- number
-
mass : number
-
The mass of the Body. When two bodies collide their mass is used in the calculation to determine the exchange of velocity.
Type:
- number
- Default Value:
-
- 1
- Source:
- src/physics/arcade/Body.js line 289
-
maxAngular : number
-
The maximum angular velocity in degrees per second that the Body can reach.
Type:
- number
- Default Value:
-
- 1000
- Source:
- src/physics/arcade/Body.js line 283
-
maxVelocity : Phaser.Point
-
The maximum velocity (in pixels per second squared) that the Body can reach.
Type:
-
movementCallback : function
-
Optional callback. If set, invoked during the running of
moveTo
ormoveFrom
events.Type:
- function
-
movementCallbackContext : object
-
Context in which to call the movementCallback.
Type:
- object
-
moves : boolean
-
Whether the physics system should update the Body's position and rotation based on its velocity, acceleration, drag, and gravity.
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.
A Body with moves = false can still be moved slightly (but not accelerated) during collision separation unless you set immovable as well. Set to true to allow the Physics system to move this Body, otherwise false to move it manually.
Type:
- boolean
- Default Value:
-
- true
- Source:
- src/physics/arcade/Body.js line 327
-
<readonly> newVelocity : Phaser.Point
-
The distanced traveled during the last update, equal to
velocity * physicsElapsed
. Calculated during the Body.preUpdate and applied to its position.Type:
-
offset : Phaser.Point
-
The offset of the Physics Body from the Sprite's texture.
Type:
-
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.
Type:
-
onMoveComplete : Phaser.Signal
-
Listen for the completion of
moveTo
ormoveFrom
events.Type:
-
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.
Type:
-
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.Type:
-
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.Type:
- number
-
overlapX : number
-
When this body collides with another, the amount of overlap is stored here. The amount of horizontal overlap during the collision.
Type:
- number
-
overlapY : number
-
When this body collides with another, the amount of overlap is stored here. The amount of vertical overlap during the collision.
Type:
- number
-
<readonly> position : Phaser.Point
-
Type:
-
<readonly> preRotation : number
-
The previous rotation of the physics body, in degrees.
Type:
- number
-
<readonly> prev : Phaser.Point
-
The previous position of the physics body.
Type:
-
<readonly> radius : number
-
The radius of the circular collision shape this Body is using if Body.setCircle has been enabled, relative to the Sprite's texture. 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 call setCircle with a radius of zero (or undefined). The actual radius of the Body (at any Sprite scale) is equal to halfWidth and the diameter is equal to width.
Type:
- number
-
<readonly> right : number
-
The right value of this Body (same as Body.x + Body.width)
Type:
- number
-
rotation : number
-
The Body's rotation in degrees, as calculated by its 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.
Type:
- number
-
skipQuadTree : boolean
-
If true and you collide this Sprite against a Group, it will disable the collision check from using a QuadTree.
Type:
- boolean
-
<readonly> sourceHeight : number
-
The un-scaled original size.
Type:
- number
-
<readonly> sourceWidth : number
-
The un-scaled original size.
Type:
- number
-
<readonly> speed : number
-
The speed of the Body in pixels per second, equal to the magnitude of the velocity.
Type:
- number
-
sprite : Phaser.Sprite
-
Reference to the parent Sprite.
Type:
-
stopVelocityOnCollide : boolean
-
Set by the
moveTo
andmoveFrom
methods.Type:
- boolean
-
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.
Type:
- boolean
-
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.
Type:
-
top : number
-
The y position of the Body. The same as
Body.y
.Type:
- number
-
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 (none, up, down, left, right).
Type:
- object
-
type : number
-
The type of physics system this body belongs to.
Type:
- number
-
velocity : Phaser.Point
-
The velocity, or rate of change the Body's position. Measured in pixels per second.
Type:
-
wasTouching : object
-
This object is populated with previous touching values from the bodies previous collision. An object containing previous touching results (none, up, down, left, right).
Type:
- object
-
<readonly> width : number
-
The calculated width of the physics body.
Type:
- number
-
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.Type:
-
x : number
-
The x position.
Type:
- number
-
y : number
-
The y position.
Type:
- number
Methods
-
<protected> checkWorldBounds()
-
Internal method.
Returns:
True if the Body collided with the world bounds, otherwise false.
- Type
- boolean
-
deltaAbsX()
-
Returns the absolute delta x value.
Returns:
The absolute delta value.
- Type
- number
-
deltaAbsY()
-
Returns the absolute delta y value.
Returns:
The absolute delta value.
- Type
- number
-
deltaX()
-
Returns the delta x value. The difference between Body.x now and in the previous step.
Returns:
The delta value. Positive if the motion was to the right, negative if to the left.
- Type
- number
-
deltaY()
-
Returns the delta y value. The difference between Body.y now and in the previous step.
Returns:
The delta value. Positive if the motion was downwards, negative if upwards.
- Type
- number
-
deltaZ()
-
Returns the delta z value. The difference between Body.rotation now and in the previous step.
Returns:
The delta value. Positive if the motion was clockwise, negative if anti-clockwise.
- Type
- number
-
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.
-
getBounds(obj)
-
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:
The object that was given to this method.
- Type
- object
-
hitTest(x, y)
-
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:
True if the given coordinates are inside this Body, otherwise false.
- Type
- boolean
-
moveFrom(duration [, speed] [, direction])
-
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:
True if the movement successfully started, otherwise false.
- Type
- boolean
-
moveTo(duration, distance [, direction])
-
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:
True if the movement successfully started, otherwise false.
- Type
- boolean
-
onCeiling()
-
Returns true if the top of this Body is in contact with either the world bounds or a tile.
Returns:
True if in contact with either the world bounds or a tile.
- Type
- boolean
-
onFloor()
-
Returns true if the bottom of this Body is in contact with either the world bounds or a tile.
Returns:
True if in contact with either the world bounds or a tile.
- Type
- boolean
-
onWall()
-
Returns true if either side of this Body is in contact with either the world bounds or a tile.
Returns:
True if in contact with either the world bounds or a tile.
- Type
- boolean
-
<protected> postUpdate()
-
Internal method.
-
<protected> preUpdate()
-
Internal method.
-
render(context, body [, color] [, filled] [, lineWidth])
-
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)
lineWidth
number <optional>
1 The width of the stroke when unfilled.
-
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).
-
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.
-
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 (relative to the Sprite's texture) 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's texture.
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 left of the Sprite's texture.
offsetY
number <optional>
The Y offset of the Body from the top of the Sprite's texture.
-
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.
The width, height, and offset arguments are relative to the Sprite texture and are scaled with the Sprite's Phaser.Sprite#scale (but not the scale of any ancestors or the Camera scale).
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 / Math.abs(this.scale.x), 32 / Math.abs(this.scale.y), 24, 34)
Where the first two parameters are the new Body size (32x32 pixels) relative to the Sprite's scale. 24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34 is the vertical offset.
If you've scaled a Sprite by altering its
width
,height
, orscale
and you want to position the Body relative to the Sprite's dimensions (which will differ from its texture's dimensions), you should divide these arguments by the Sprite's current scale:setSize(32 / sprite.scale.x, 32 / sprite.scale.y)
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, relative to the Sprite's texture.
height
number The height of the Body, relative to the Sprite's texture.
offsetX
number <optional>
The X offset of the Body from the left of the Sprite's texture.
offsetY
number <optional>
The Y offset of the Body from the top of the Sprite's texture.
-
stop()
-
Sets acceleration, velocity, and speed to 0.
-
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?
-
<protected> updateBounds()
-
Internal method.
-
<protected> updateCenter()
-
Update the Body's center from its position.
-
<protected> updateMovement()
-
Internal method.