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Phaser.Physics.Arcade. Body

new Body(sprite)

The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than
the Sprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body.

Parameters:
Name Type Description
sprite Phaser.Sprite

The Sprite object this physics body belongs to.

Source - physics/arcade/Body.js, line 15

Members

acceleration :Phaser.Point

The acceleration is the rate of change of the velocity. Measured in pixels per second squared.

Source - physics/arcade/Body.js, line 160

allowGravity :boolean

Allow this Body to be influenced by gravity? Either world or local.

Default Value:
  • true
Source - physics/arcade/Body.js, line 171

allowRotation :boolean

Allow this Body to be rotated? (via angularVelocity, etc)

Default Value:
  • true
Source - physics/arcade/Body.js, line 78

<readonly> angle :number

The angle of the Body's velocity in radians.

Source - physics/arcade/Body.js, line 288

angularAcceleration :number

The angular acceleration is the rate of change of the angular velocity. Measured in degrees per second squared.

Source - physics/arcade/Body.js, line 264

angularDrag :number

The drag applied during the rotation of the Body. Measured in degrees per second squared.

Source - physics/arcade/Body.js, line 270

angularVelocity :number

The angular velocity controls the rotation speed of the Body. It is measured in degrees per second.

Source - physics/arcade/Body.js, line 258

blocked :object

This object is populated with boolean values when the Body collides with the World bounds or a Tile.
For example if blocked.up is true then the Body cannot move up. An object containing on which faces this Body is blocked from moving, if any.

Source - physics/arcade/Body.js, line 390

<readonly> bottom :number

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

Source - physics/arcade/Body.js, line 1370

bounce :Phaser.Point

The elasticity of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity.

Source - physics/arcade/Body.js, line 181

<readonly> center :Phaser.Point

The center coordinate of the Physics Body.

Source - physics/arcade/Body.js, line 139

checkCollision :object

Set the checkCollision properties to control which directions collision is processed for this Body.
For example checkCollision.up = false means it won't collide when the collision happened while moving up.
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, set checkCollision.none = true. An object containing allowed collision.

Source - physics/arcade/Body.js, line 370

collideWorldBounds :boolean

A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World. Should the Body collide with the World bounds?

Source - physics/arcade/Body.js, line 361

customSeparateX :boolean

This flag allows you to disable the custom x separation that takes place by Physics.Arcade.separate.
Used in combination with your own collision processHandler you can create whatever type of collision response you need. Use a custom separation system or the built-in one?

Source - physics/arcade/Body.js, line 323

customSeparateY :boolean

This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate.
Used in combination with your own collision processHandler you can create whatever type of collision response you need. Use a custom separation system or the built-in one?

Source - physics/arcade/Body.js, line 331

deltaMax :Phaser.Point

The Sprite position is updated based on the delta x/y values. You can set a cap on those (both +-) using deltaMax.

Source - physics/arcade/Body.js, line 155

dirty :boolean

If this Body in a preUpdate (true) or postUpdate (false) state?

Source - physics/arcade/Body.js, line 402

drag :Phaser.Point

The drag applied to the motion of the Body.

Source - physics/arcade/Body.js, line 165

embedded :boolean

If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each other?) this is set to true. Body embed value.

Source - physics/arcade/Body.js, line 355

enable :boolean

A disabled body won't be checked for any form of collision or overlap or have its pre/post updates run.

Default Value:
  • true
Source - physics/arcade/Body.js, line 36

facing :number

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

Source - physics/arcade/Body.js, line 300

friction :Phaser.Point

The amount of movement that will occur if another object 'rides' this one.

Source - physics/arcade/Body.js, line 252

game :Phaser.Game

Local reference to game.

Source - physics/arcade/Body.js, line 25

gravity :Phaser.Point

A local gravity applied to this Body. If non-zero this over rides any world gravity, unless Body.allowGravity is set to false.

Source - physics/arcade/Body.js, line 176

<readonly> halfHeight :number

The calculated height / 2 of the physics body.

Source - physics/arcade/Body.js, line 133

<readonly> halfWidth :number

The calculated width / 2 of the physics body.

Source - physics/arcade/Body.js, line 127

<readonly> height :number

The calculated height of the physics body.

Source - physics/arcade/Body.js, line 103

immovable :boolean

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

Source - physics/arcade/Body.js, line 306

<readonly> isCircle :boolean

If true this Body is using circular collision detection. If false it is using rectangular.
Use Body.setCircle to control the collision shape this Body uses.

Source - physics/arcade/Body.js, line 45

isMoving :boolean

Set by the moveTo and moveFrom methods.

Source - physics/arcade/Body.js, line 422

left :number

The x position of the Body. The same as Body.x.

Source - physics/arcade/Body.js, line 1327

mass :number

The mass of the Body. When two bodies collide their mass is used in the calculation to determine the exchange of velocity.

Default Value:
  • 1
Source - physics/arcade/Body.js, line 282

maxAngular :number

The maximum angular velocity in degrees per second that the Body can reach.

Default Value:
  • 1000
Source - physics/arcade/Body.js, line 276

maxVelocity :Phaser.Point

The maximum velocity in pixels per second sq. that the Body can reach.

Source - physics/arcade/Body.js, line 247

movementCallback :function

Optional callback. If set, invoked during the running of moveTo or moveFrom events.

Source - physics/arcade/Body.js, line 467

movementCallbackContext :object

Context in which to call the movementCallback.

Source - physics/arcade/Body.js, line 472

moves :boolean

If you have a Body that is being moved around the world via a tween or a Group motion, but its local x/y position never
actually changes, then you should set Body.moves = false. Otherwise it will most likely fly off the screen.
If you want the physics system to move the body around, then set moves to true. Set to true to allow the Physics system to move this Body, otherwise false to move it manually.

Default Value:
  • true
Source - physics/arcade/Body.js, line 315

<readonly> newVelocity :Phaser.Point

The new velocity. Calculated during the Body.preUpdate and applied to its position.

Source - physics/arcade/Body.js, line 150

offset :Phaser.Point

The offset of the Physics Body from the Sprite x/y position.

Source - physics/arcade/Body.js, line 60

onCollide :Phaser.Signal

A Signal that is dispatched when this Body collides with another Body.

You still need to call game.physics.arcade.collide in your update method in order
for this signal to be dispatched.

Usually you'd pass a callback to the collide method, but this signal provides for
a different level of notification.

Due to the potentially high volume of signals this could create it is disabled by default.

To use this feature set this property to a Phaser.Signal: sprite.body.onCollide = new Phaser.Signal()
and it will be called when a collision happens, passing two arguments: the sprites which collided.
The first sprite in the argument is always the owner of this Body.

If two Bodies with this Signal set collide, both will dispatch the Signal.

Source - physics/arcade/Body.js, line 221

onMoveComplete :Phaser.Signal

Listen for the completion of moveTo or moveFrom events.

Source - physics/arcade/Body.js, line 462

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 your update method in order
for this signal to be dispatched.

Usually you'd pass a callback to the overlap method, but this signal provides for
a different level of notification.

Due to the potentially high volume of signals this could create it is disabled by default.

To use this feature set this property to a Phaser.Signal: sprite.body.onOverlap = new Phaser.Signal()
and it will be called when a collision happens, passing two arguments: the sprites which collided.
The first sprite in the argument is always the owner of this Body.

If two Bodies with this Signal set collide, both will dispatch the Signal.

Source - physics/arcade/Body.js, line 241

onWorldBounds :Phaser.Signal

A Signal that is dispatched when this Body collides with the world bounds.
Due to the potentially high volume of signals this could create it is disabled by default.
To use this feature set this property to a Phaser.Signal: sprite.body.onWorldBounds = new Phaser.Signal()
and it will be called when a collision happens, passing five arguments:
onWorldBounds(sprite, up, down, left, right)
where the Sprite is a reference to the Sprite that owns this Body, and the other arguments are booleans
indicating on which side of the world the Body collided.

Source - physics/arcade/Body.js, line 201

overlapR :number

If Body.isCircle is true, and this body collides with another circular body, the amount of overlap is stored here. The amount of overlap during the collision.

Source - physics/arcade/Body.js, line 349

overlapX :number

When this body collides with another, the amount of overlap is stored here. The amount of horizontal overlap during the collision.

Source - physics/arcade/Body.js, line 337

overlapY :number

When this body collides with another, the amount of overlap is stored here. The amount of vertical overlap during the collision.

Source - physics/arcade/Body.js, line 343

<readonly> position :Phaser.Point

The position of the physics body.

Source - physics/arcade/Body.js, line 66

<readonly> preRotation :number

The previous rotation of the physics body.

Source - physics/arcade/Body.js, line 91

<readonly> prev :Phaser.Point

The previous position of the physics body.

Source - physics/arcade/Body.js, line 72

<readonly> radius :number

The radius of the circular collision shape this Body is using if Body.setCircle has been enabled.
If you wish to change the radius then call setCircle again with the new value.
If you wish to stop the Body using a circle then call setCircle with a radius of zero (or undefined).

Source - physics/arcade/Body.js, line 55

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

Source - physics/arcade/Body.js, line 1341

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.

Source - physics/arcade/Body.js, line 85

skipQuadTree :boolean

If true and you collide this Sprite against a Group, it will disable the collision check from using a QuadTree.

Source - physics/arcade/Body.js, line 407

<readonly> sourceHeight :number

The un-scaled original size.

Source - physics/arcade/Body.js, line 115

<readonly> sourceWidth :number

The un-scaled original size.

Source - physics/arcade/Body.js, line 109

<readonly> speed :number

The speed of the Body as calculated by its velocity.

Source - physics/arcade/Body.js, line 294

sprite :Phaser.Sprite

Reference to the parent Sprite.

Source - physics/arcade/Body.js, line 20

stopVelocityOnCollide :boolean

Set by the moveTo and moveFrom methods.

Source - physics/arcade/Body.js, line 427

syncBounds :boolean

If true the Body will check itself against the Sprite.getBounds() dimensions and adjust its width and height accordingly.
If false it will compare its dimensions against the Sprite scale instead, and adjust its width height if the scale has changed.
Typically you would need to enable syncBounds if your sprite is the child of a responsive display object such as a FlexLayer,
or in any situation where the Sprite scale doesn't change, but its parents scale is effecting the dimensions regardless.

Source - physics/arcade/Body.js, line 417

tilePadding :Phaser.Point

If this is an especially small or fast moving object then it can sometimes skip over tilemap collisions if it moves through a tile in a step.
Set this padding value to add extra padding to its bounds. tilePadding.x applied to its width, y to its height. Extra padding to be added to this sprite's dimensions when checking for tile collision.

Source - physics/arcade/Body.js, line 397

top :number

The y position of the Body. The same as Body.y.

Source - physics/arcade/Body.js, line 1356

touching :object

This object is populated with boolean values when the Body collides with another.
touching.up = true means the collision happened to the top of this Body for example. An object containing touching results.

Source - physics/arcade/Body.js, line 377

type :number

The type of physics system this body belongs to.

Source - physics/arcade/Body.js, line 30

velocity :Phaser.Point

The velocity, or rate of change in speed of the Body. Measured in pixels per second.

Source - physics/arcade/Body.js, line 144

wasTouching :object

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

Source - physics/arcade/Body.js, line 383

<readonly> width :number

The calculated width of the physics body.

Source - physics/arcade/Body.js, line 97

worldBounce :Phaser.Point

The elasticity of the Body when colliding with the World bounds.
By default this property is null, in which case Body.bounce is used instead. Set this property
to a Phaser.Point object in order to enable a World bounds specific bounce value.

Source - physics/arcade/Body.js, line 189

x :number

The x position.

Source - physics/arcade/Body.js, line 1385

y :number

The y position.

Source - physics/arcade/Body.js, line 1404

Methods

<internal> checkWorldBounds() → {boolean}

Internal method.

Returns:
boolean -

True if the Body collided with the world bounds, otherwise false.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - physics/arcade/Body.js, line 795

deltaAbsX() → {number}

Returns the absolute delta x value.

Returns:
number -

The absolute delta value.

Source - physics/arcade/Body.js, line 1245

deltaAbsY() → {number}

Returns the absolute delta y value.

Returns:
number -

The absolute delta value.

Source - physics/arcade/Body.js, line 1257

deltaX() → {number}

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

Returns:
number -

The delta value. Positive if the motion was to the right, negative if to the left.

Source - physics/arcade/Body.js, line 1269

deltaY() → {number}

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

Returns:
number -

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

Source - physics/arcade/Body.js, line 1281

deltaZ() → {number}

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

Returns:
number -

The delta value. Positive if the motion was clockwise, negative if anti-clockwise.

Source - physics/arcade/Body.js, line 1293

destroy()

Destroys this Body.

First it calls Group.removeFromHash if the Game Object this Body belongs to is part of a Group.
Then it nulls the Game Objects body reference, and nulls this Body.sprite reference.

Source - physics/arcade/Body.js, line 1305

getBounds(obj) → {object}

Returns the bounds of this physics body.

Only used internally by the World collision methods.

Parameters:
Name Type Description
obj object

The object in which to set the bounds values.

Returns:
object -

The object that was given to this method.

Source - physics/arcade/Body.js, line 1165

hitTest(x, y) → {boolean}

Tests if a world point lies within this Body.

Parameters:
Name Type Description
x number

The world x coordinate to test.

y number

The world y coordinate to test.

Returns:
boolean -

True if the given coordinates are inside this Body, otherwise false.

Source - physics/arcade/Body.js, line 1195

moveFrom(duration, speed, direction) → {boolean}

Note: This method is experimental, and may be changed or removed in a future release.

This method moves the Body in the given direction, for the duration specified.
It works by setting the velocity on the Body, and an internal timer, and then
monitoring the duration each frame. When the duration is up the movement is
stopped and the Body.onMoveComplete signal is dispatched.

Movement also stops if the Body collides or overlaps with any other Body.

You can control if the velocity should be reset to zero on collision, by using
the property Body.stopVelocityOnCollide.

Stop the movement at any time by calling Body.stopMovement.

You can optionally set a speed in pixels per second. If not specified it
will use the current Body.speed value. If this is zero, the function will return false.

Please note that due to browser timings you should allow for a variance in
when the duration will actually expire. Depending on system it may be as much as
+- 50ms. Also this method doesn't take into consideration any other forces acting
on the Body, such as Gravity, drag or maxVelocity, all of which may impact the
movement.

Parameters:
Name Type Argument Description
duration integer

The duration of the movement, in ms.

speed integer <optional>

The speed of the movement, in pixels per second. If not provided Body.speed is used.

direction integer <optional>

The angle of movement. If not provided Body.angle is used.

Returns:
boolean -

True if the movement successfully started, otherwise false.

Source - physics/arcade/Body.js, line 879

moveTo(duration, distance, direction) → {boolean}

Note: This method is experimental, and may be changed or removed in a future release.

This method moves the Body in the given direction, for the duration specified.
It works by setting the velocity on the Body, and an internal distance counter.
The distance is monitored each frame. When the distance equals the distance
specified in this call, the movement is stopped, and the Body.onMoveComplete
signal is dispatched.

Movement also stops if the Body collides or overlaps with any other Body.

You can control if the velocity should be reset to zero on collision, by using
the property Body.stopVelocityOnCollide.

Stop the movement at any time by calling Body.stopMovement.

Please note that due to browser timings you should allow for a variance in
when the distance will actually expire.

Note: This method doesn't take into consideration any other forces acting
on the Body, such as Gravity, drag or maxVelocity, all of which may impact the
movement.

Parameters:
Name Type Argument Description
duration integer

The duration of the movement, in ms.

distance integer

The distance, in pixels, the Body will move.

direction integer <optional>

The angle of movement. If not provided Body.angle is used.

Returns:
boolean -

True if the movement successfully started, otherwise false.

Source - physics/arcade/Body.js, line 953

onCeiling() → {boolean}

Returns true if the top of this Body is in contact with either the world bounds or a tile.

Returns:
boolean -

True if in contact with either the world bounds or a tile.

Source - physics/arcade/Body.js, line 1221

onFloor() → {boolean}

Returns true if the bottom of this Body is in contact with either the world bounds or a tile.

Returns:
boolean -

True if in contact with either the world bounds or a tile.

Source - physics/arcade/Body.js, line 1209

onWall() → {boolean}

Returns true if either side of this Body is in contact with either the world bounds or a tile.

Returns:
boolean -

True if in contact with either the world bounds or a tile.

Source - physics/arcade/Body.js, line 1233

<internal> postUpdate()

Internal method.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - physics/arcade/Body.js, line 709

<internal> preUpdate()

Internal method.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - physics/arcade/Body.js, line 552

render(context, body, color, filled)

Render Sprite Body.

Parameters:
Name Type Argument Default Description
context object

The context to render to.

body Phaser.Physics.Arcade.Body

The Body to render the info of.

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

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

filled boolean <optional>
true

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

Source - physics/arcade/Body.js, line 1424

renderBodyInfo(body, x, y, color)

Render Sprite Body Physics Data as text.

Parameters:
Name Type Argument Default Description
body Phaser.Physics.Arcade.Body

The Body to render the info of.

x number

X position of the debug info to be rendered.

y number

Y position of the debug info to be rendered.

color string <optional>
'rgb(255,255,255)'

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

Source - physics/arcade/Body.js, line 1470

reset(x, y)

Resets all Body values (velocity, acceleration, rotation, etc)

Parameters:
Name Type Description
x number

The new x position of the Body.

y number

The new y position of the Body.

Source - physics/arcade/Body.js, line 1130

setCircle(radius, offsetX, offsetY)

Sets this Body as using a circle, of the given radius, for all collision detection instead of a rectangle.
The radius is given in pixels and is the distance from the center of the circle to the edge.

You can also control the x and y offset, which is the position of the Body relative to the top-left of the Sprite.

To change a Body back to being rectangular again call Body.setSize.

Note: Circular collision only happens with other Arcade Physics bodies, it does not
work against tile maps, where rectangular collision is the only method supported.

Parameters:
Name Type Argument Description
radius number <optional>

The radius of the Body in pixels. Pass a value of zero / undefined, to stop the Body using a circle for collision.

offsetX number <optional>

The X offset of the Body from the Sprite position.

offsetY number <optional>

The Y offset of the Body from the Sprite position.

Source - physics/arcade/Body.js, line 1084

setSize(width, height, offsetX, offsetY)

You can modify the size of the physics Body to be any dimension you need.
This allows you to make it smaller, or larger, than the parent Sprite.
You can also control the x and y offset of the Body. This is the position of the
Body relative to the top-left of the Sprite texture.

For example: If you have a Sprite with a texture that is 80x100 in size,
and you want the physics body to be 32x32 pixels in the middle of the texture, you would do:

setSize(32, 32, 24, 34)

Where the first two parameters is the new Body size (32x32 pixels).
24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34
is the vertical offset.

Calling setSize on a Body that has already had setCircle will reset all of the Circle
properties, making this Body rectangular again.

Parameters:
Name Type Argument Description
width number

The width of the Body.

height number

The height of the Body.

offsetX number <optional>

The X offset of the Body from the top-left of the Sprites texture.

offsetY number <optional>

The Y offset of the Body from the top-left of the Sprites texture.

Source - physics/arcade/Body.js, line 1040

stopMovement(stopVelocity)

If this Body is moving as a result of a call to moveTo or moveFrom (i.e. it
has Body.isMoving true), then calling this method will stop the movement before
either the duration or distance counters expire.

The onMoveComplete signal is dispatched.

Parameters:
Name Type Argument Description
stopVelocity boolean <optional>

Should the Body.velocity be set to zero?

Source - physics/arcade/Body.js, line 681

<internal> updateBounds()

Internal method.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - physics/arcade/Body.js, line 508

<internal> updateMovement()

Internal method.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - physics/arcade/Body.js, line 640
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Documentation generated by JSDoc 3.4.0 on Fri Aug 26 2016 01:16:15 GMT+0100 (BST) using the DocStrap template.