Class: Body

Phaser.Physics.Ninja. Body

new Body(system, sprite [, type] [, id] [, radius] [, x] [, y] [, width] [, height])

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, bounce values etc all on the Body.

Parameters:
Name Type Argument Default Description
system Phaser.Physics.Ninja

The physics system this Body belongs to.

sprite Phaser.Sprite

The Sprite object this physics body belongs to.

type number <optional>
1

The type of Ninja shape to create. 1 = AABB, 2 = Circle or 3 = Tile.

id number <optional>
1

If this body is using a Tile shape, you can set the Tile id here, i.e. Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn, Phaser.Physics.Ninja.Tile.CONVEXpp, etc.

radius number <optional>
16

If this body is using a Circle shape this controls the radius.

x number <optional>
0

The x coordinate of this Body. This is only used if a sprite is not provided.

y number <optional>
0

The y coordinate of this Body. This is only used if a sprite is not provided.

width number <optional>
0

The width of this Body. This is only used if a sprite is not provided.

height number <optional>
0

The height of this Body. This is only used if a sprite is not provided.

Source:
src/physics/ninja/Body.js line 23

Members

aabb : Phaser.Physics.Ninja.AABB

The AABB object this body is using for collision.

Type:
Source:
src/physics/ninja/Body.js line 55

<readonly> angle : number

The angle of this Body

Type:
  • number
Source:
src/physics/ninja/Body.js line 560

<readonly> bottom : number

The bottom value of this Body (same as Body.y + Body.height)

Type:
  • number
Source:
src/physics/ninja/Body.js line 518

bounce : number

The bounciness of this object when it collides. A value between 0 and 1. We recommend setting it to 0.999 to avoid jittering.

Type:
  • number
Default Value:
  • 0.3
Source:
src/physics/ninja/Body.js line 96

checkCollision : object

Set the checkCollision properties to control which directions collision is processed for this Body. For example checkCollision.up = false means it won't collide when the collision happened while moving up. An object containing allowed collision.

Type:
  • object
Source:
src/physics/ninja/Body.js line 126

circle : Phaser.Physics.Ninja.Circle

The Circle object this body is using for collision.

Type:
Source:
src/physics/ninja/Body.js line 65

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
Source:
src/physics/ninja/Body.js line 119

drag : number

The drag applied to this object as it moves.

Type:
  • number
Default Value:
  • 1
Source:
src/physics/ninja/Body.js line 78

facing : number

A const reference to the direction the Body is traveling or facing.

Type:
  • number
Source:
src/physics/ninja/Body.js line 107

friction : number

The friction applied to this object as it moves.

Type:
  • number
Default Value:
  • 0.05
Source:
src/physics/ninja/Body.js line 84

game : Phaser.Game

Local reference to game.

Type:
Source:
src/physics/ninja/Body.js line 40

gravityScale : number

How much of the world gravity should be applied to this object? 1 = all of it, 0.5 = 50%, etc.

Type:
  • number
Default Value:
  • 1
Source:
src/physics/ninja/Body.js line 90

<readonly> height : number

The height of this Body

Type:
  • number
Source:
src/physics/ninja/Body.js line 504

immovable : boolean

An immovable Body will not receive any impacts from other bodies. Not fully implemented.

Type:
  • boolean
Source:
src/physics/ninja/Body.js line 113

maxSpeed : number

The maximum speed this body can travel at (taking drag and friction into account)

Type:
  • number
Default Value:
  • 8
Source:
src/physics/ninja/Body.js line 145

The right value of this Body (same as Body.x + Body.width)

Type:
  • number
Source:
src/physics/ninja/Body.js line 532

shape : object

A local reference to the body shape.

Type:
  • object
Source:
src/physics/ninja/Body.js line 70

<readonly> speed : number

The speed of this Body

Type:
  • number
Source:
src/physics/ninja/Body.js line 546

sprite : Phaser.Sprite

Reference to the parent Sprite.

Type:
Source:
src/physics/ninja/Body.js line 35

system : Phaser.Physics.Ninja

The parent physics system.

Type:
Source:
src/physics/ninja/Body.js line 50

tile : Phaser.Physics.Ninja.Tile

The Tile object this body is using for collision.

Type:
Source:
src/physics/ninja/Body.js line 60

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.

Type:
  • object
Source:
src/physics/ninja/Body.js line 133

type : number

The type of physics system this body belongs to.

Type:
  • number
Source:
src/physics/ninja/Body.js line 45

velocity : Phaser.Point

The velocity in pixels per second sq. of the Body.

Type:
Source:
src/physics/ninja/Body.js line 101

wasTouching : object

This object is populated with previous touching values from the bodies previous collision. An object containing previous touching results.

Type:
  • object
Source:
src/physics/ninja/Body.js line 139

<readonly> width : number

The width of this Body

Type:
  • number
Source:
src/physics/ninja/Body.js line 490

x : number

The x position.

Type:
  • number
Source:
src/physics/ninja/Body.js line 454

y : number

The y position.

Type:
  • number
Source:
src/physics/ninja/Body.js line 472

Methods

deltaAbsX()

Returns the absolute delta x value.

Source:
src/physics/ninja/Body.js line 392
Returns:

The absolute delta value.

Type
number

deltaAbsY()

Returns the absolute delta y value.

Source:
src/physics/ninja/Body.js line 403
Returns:

The absolute delta value.

Type
number

deltaX()

Returns the delta x value. The difference between Body.x now and in the previous step.

Source:
src/physics/ninja/Body.js line 414
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.

Source:
src/physics/ninja/Body.js line 425
Returns:

The delta value. Positive if the motion was downwards, negative if upwards.

Type
number

destroy()

Destroys this body's reference to the sprite and system, and destroys its shape.

Source:
src/physics/ninja/Body.js line 436

<protected> postUpdate()

Internal method.

Source:
src/physics/ninja/Body.js line 216

<protected> preUpdate()

Internal method.

Source:
src/physics/ninja/Body.js line 185

render(context, body [, color] [, filled])

Render Sprite's Body.

Parameters:
Name Type Argument Default Description
context object

The context to render to.

body Phaser.Physics.Ninja.Body

The Body to render.

color string <optional>
'rgba(0,255,0,0.4)'

color of the debug shape to be rendered. (format is css color string).

filled boolean <optional>
true

Render the shape as a filled (default, true) or a stroked (false)

Source:
src/physics/ninja/Body.js line 574

reset()

Resets all Body values and repositions on the Sprite.

Source:
src/physics/ninja/Body.js line 375

setZeroVelocity()

Stops all movement of this body.

Source:
src/physics/ninja/Body.js line 260

phaser-ce@2.20.0 is on GitHub and NPM

Documentation generated by JSDoc 3.6.7 on 2022-12-10 using Tomorrow.