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Version: Phaser v3.88.2

ArcadePhysics

The Arcade Physics Plugin belongs to a Scene and sets up and manages the Scene's physics simulation.

It also holds some useful methods for moving and rotating Arcade Physics Bodies.

You can access it from within a Scene using this.physics.

Arcade Physics uses the Projection Method of collision resolution and separation. While it's fast and suitable

for 'arcade' style games it lacks stability when multiple objects are in close proximity or resting upon each other.

The separation that stops two objects penetrating may create a new penetration against a different object. If you

require a high level of stability please consider using an alternative physics system, such as Matter.js.

Constructor

new ArcadePhysics(scene)

Parameters

nametypeoptionaldescription
scenePhaser.SceneNoThe Scene that this Plugin belongs to.

Scope: static

Source: src/physics/arcade/ArcadePhysics.js#L21
Since: 3.0.0

Public Members

add

add: Phaser.Physics.Arcade.Factory

Description:

An object holding the Arcade Physics factory methods.

Source: src/physics/arcade/ArcadePhysics.js#L82
Since: 3.0.0


config

config: Phaser.Types.Physics.Arcade.ArcadeWorldConfig

Description:

A configuration object. Union of the physics.arcade.* properties of the GameConfig and SceneConfig objects.

Source: src/physics/arcade/ArcadePhysics.js#L64
Since: 3.0.0


scene

scene: Phaser.Scene

Description:

The Scene that this Plugin belongs to.

Source: src/physics/arcade/ArcadePhysics.js#L46
Since: 3.0.0


systems

systems: Phaser.Scenes.Systems

Description:

The Scene's Systems.

Source: src/physics/arcade/ArcadePhysics.js#L55
Since: 3.0.0


world

world: Phaser.Physics.Arcade.World

Description:

The physics simulation.

Source: src/physics/arcade/ArcadePhysics.js#L73
Since: 3.0.0


Public Methods

accelerateTo

<instance> accelerateTo(gameObject, x, y, [speed], [xSpeedMax], [ySpeedMax])

Description:

Sets the acceleration.x/y property on the game object so it will move towards the x/y coordinates at the given rate (in pixels per second squared)

You must give a maximum speed value, beyond which the game object won't go any faster.

Note: The game object does not continuously track the target. If the target changes location during transit the game object will not modify its course.

Note: The game object doesn't stop moving once it reaches the destination coordinates.

Parameters:

nametypeoptionaldefaultdescription
gameObjectPhaser.GameObjects.GameObjectNoAny Game Object with an Arcade Physics body.
xnumberNoThe x coordinate to accelerate towards.
ynumberNoThe y coordinate to accelerate towards.
speednumberYes60The acceleration (change in speed) in pixels per second squared.
xSpeedMaxnumberYes500The maximum x velocity the game object can reach.
ySpeedMaxnumberYes500The maximum y velocity the game object can reach.

Returns: number - The angle (in radians) that the object should be visually set to in order to match its new velocity.

Source: src/physics/arcade/ArcadePhysics.js#L378
Since: 3.0.0


accelerateToObject

<instance> accelerateToObject(gameObject, destination, [speed], [xSpeedMax], [ySpeedMax])

Description:

Sets the acceleration.x/y property on the game object so it will move towards the x/y coordinates at the given rate (in pixels per second squared)

You must give a maximum speed value, beyond which the game object won't go any faster.

Note: The game object does not continuously track the target. If the target changes location during transit the game object will not modify its course.

Note: The game object doesn't stop moving once it reaches the destination coordinates.

Parameters:

nametypeoptionaldefaultdescription
gameObjectPhaser.GameObjects.GameObjectNoAny Game Object with an Arcade Physics body.
destinationPhaser.GameObjects.GameObjectNoThe Game Object to move towards. Can be any object but must have visible x/y properties.
speednumberYes60The acceleration (change in speed) in pixels per second squared.
xSpeedMaxnumberYes500The maximum x velocity the game object can reach.
ySpeedMaxnumberYes500The maximum y velocity the game object can reach.

Returns: number - The angle (in radians) that the object should be visually set to in order to match its new velocity.

Source: src/physics/arcade/ArcadePhysics.js#L414
Since: 3.0.0


closest

<instance> closest(source, [targets])

Description:

Finds the Body or Game Object closest to a source point or object.

If a targets argument is passed, this method finds the closest of those.

The targets can be Arcade Physics Game Objects, Dynamic Bodies, or Static Bodies.

If no targets argument is passed, this method finds the closest Dynamic Body.

If two or more targets are the exact same distance from the source point, only the first target

is returned.

Tags:

  • generic

Parameters:

nametypeoptionaldescription
sourcePhaser.Types.Math.Vector2LikeNoAny object with public x and y properties, such as a Game Object or Geometry object.
targetsArray.<Target>YesThe targets.

Returns: Target, null - The target closest to the given source point.

Source: src/physics/arcade/ArcadePhysics.js#L438
Since: 3.0.0


collide

<instance> collide(object1, [object2], [collideCallback], [processCallback], [callbackContext])

Description:

Performs a collision check and separation between the two physics enabled objects given, which can be single

Game Objects, arrays of Game Objects, Physics Groups, arrays of Physics Groups or normal Groups.

If you don't require separation then use #overlap instead.

If two Groups or arrays are passed, each member of one will be tested against each member of the other.

If only one Group is passed (as object1), each member of the Group will be collided against the other members.

If only one Array is passed, the array is iterated and every element in it is tested against the others.

Two callbacks can be provided. The collideCallback is invoked if a collision occurs and the two colliding

objects are passed to it.

Arcade Physics uses the Projection Method of collision resolution and separation. While it's fast and suitable

for 'arcade' style games it lacks stability when multiple objects are in close proximity or resting upon each other.

The separation that stops two objects penetrating may create a new penetration against a different object. If you

require a high level of stability please consider using an alternative physics system, such as Matter.js.

Parameters:

nametypeoptionaldescription
object1Phaser.Types.Physics.Arcade.ArcadeColliderTypeNoThe first object or array of objects to check.
object2Phaser.Types.Physics.Arcade.ArcadeColliderTypeYesThe second object or array of objects to check, or undefined.
collideCallbackPhaser.Types.Physics.Arcade.ArcadePhysicsCallbackYesAn optional callback function that is called if the objects collide.
processCallbackPhaser.Types.Physics.Arcade.ArcadePhysicsCallbackYesAn optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then collideCallback will only be called if this callback returns true.
callbackContext*YesThe context in which to run the callbacks.

Returns: boolean - True if any overlapping Game Objects were separated, otherwise false.

Source: src/physics/arcade/ArcadePhysics.js#L249
Since: 3.0.0


collideTiles

<instance> collideTiles(sprite, tiles, [collideCallback], [processCallback], [callbackContext])

Description:

This advanced method is specifically for testing for collision between a single Sprite and an array of Tile objects.

You should generally use the collide method instead, with a Sprite vs. a Tilemap Layer, as that will perform

tile filtering and culling for you, as well as handle the interesting face collision automatically.

This method is offered for those who would like to check for collision with specific Tiles in a layer, without

having to set any collision attributes on the tiles in question. This allows you to perform quick dynamic collisions

on small sets of Tiles. As such, no culling or checks are made to the array of Tiles given to this method,

you should filter them before passing them to this method.

Important: Use of this method skips the interesting faces system that Tilemap Layers use. This means if you have

say a row or column of tiles, and you jump into, or walk over them, it's possible to get stuck on the edges of the

tiles as the interesting face calculations are skipped. However, for quick-fire small collision set tests on

dynamic maps, this method can prove very useful.

Parameters:

nametypeoptionaldescription
spritePhaser.GameObjects.GameObjectNoThe first object to check for collision.
tilesArray.<Phaser.Tilemaps.Tile>NoAn array of Tiles to check for collision against.
collideCallbackPhaser.Types.Physics.Arcade.ArcadePhysicsCallbackYesAn optional callback function that is called if the objects collide.
processCallbackPhaser.Types.Physics.Arcade.ArcadePhysicsCallbackYesAn optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then collideCallback will only be called if this callback returns true.
callbackContextanyYesThe context in which to run the callbacks.

Returns: boolean - True if any objects overlap (with overlapOnly); or true if any overlapping objects were separated.

Fires: Phaser.Physics.Arcade.Events#event:TILE_COLLIDE

Source: src/physics/arcade/ArcadePhysics.js#L291
Since: 3.17.0


destroy

<instance> destroy()

Description:

The Scene that owns this plugin is being destroyed.

We need to shutdown and then kill off all external references.

Source: src/physics/arcade/ArcadePhysics.js#L732
Since: 3.0.0


disableUpdate

<instance> disableUpdate()

Description:

Causes World.update to not be automatically called each time the Scene

emits and UPDATE event.

If you wish to run the World update at your own rate, or from your own

component, then you should call this method to disable the built-in link,

and then call World.update(delta, time) accordingly.

Note that World.postUpdate is always automatically called when the Scene

emits a POST_UPDATE event, regardless of this setting.

Source: src/physics/arcade/ArcadePhysics.js#L162
Since: 3.50.0


enableUpdate

<instance> enableUpdate()

Description:

Causes World.update to be automatically called each time the Scene

emits and UPDATE event. This is the default setting, so only needs

calling if you have specifically disabled it.

Source: src/physics/arcade/ArcadePhysics.js#L149
Since: 3.50.0


furthest

<instance> furthest(source, [targets])

Description:

Finds the Body or Game Object farthest from a source point or object.

If a targets argument is passed, this method finds the farthest of those.

The targets can be Arcade Physics Game Objects, Dynamic Bodies, or Static Bodies.

If no targets argument is passed, this method finds the farthest Dynamic Body.

If two or more targets are the exact same distance from the source point, only the first target

is returned.

Parameters:

nametypeoptionaldescription
sourceanyNoAny object with public x and y properties, such as a Game Object or Geometry object.
targetsArray.<Phaser.Physics.Arcade.Body> | Array.<Phaser.Physics.Arcade.StaticBody>Array.<Phaser.GameObjects.GameObject>Yes

Returns: Phaser.Physics.Arcade.Body, Phaser.Physics.Arcade.StaticBody, Phaser.GameObjects.GameObject - The target farthest from the given source point.

Source: src/physics/arcade/ArcadePhysics.js#L493
Since: 3.0.0


getConfig

<instance> getConfig()

Description:

Creates the physics configuration for the current Scene.

Returns: Phaser.Types.Physics.Arcade.ArcadeWorldConfig - The physics configuration.

Source: src/physics/arcade/ArcadePhysics.js#L181
Since: 3.0.0


moveTo

<instance> moveTo(gameObject, x, y, [speed], [maxTime])

Description:

Move the given display object towards the x/y coordinates at a steady velocity.

If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.

Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.

Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.

Note: The display object doesn't stop moving once it reaches the destination coordinates.

Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)

Parameters:

nametypeoptionaldefaultdescription
gameObjectPhaser.GameObjects.GameObjectNoAny Game Object with an Arcade Physics body.
xnumberNoThe x coordinate to move towards.
ynumberNoThe y coordinate to move towards.
speednumberYes60The speed it will move, in pixels per second (default is 60 pixels/sec)
maxTimenumberYes0Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.

Returns: number - The angle (in radians) that the object should be visually set to in order to match its new velocity.

Source: src/physics/arcade/ArcadePhysics.js#L548
Since: 3.0.0


moveToObject

<instance> moveToObject(gameObject, destination, [speed], [maxTime])

Description:

Move the given display object towards the destination object at a steady velocity.

If you specify a maxTime then it will adjust the speed (overwriting what you set) so it arrives at the destination in that number of seconds.

Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.

Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.

Note: The display object doesn't stop moving once it reaches the destination coordinates.

Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)

Parameters:

nametypeoptionaldefaultdescription
gameObjectPhaser.GameObjects.GameObjectNoAny Game Object with an Arcade Physics body.
destinationobjectNoAny object with public x and y properties, such as a Game Object or Geometry object.
speednumberYes60The speed it will move, in pixels per second (default is 60 pixels/sec)
maxTimenumberYes0Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.

Returns: number - The angle (in radians) that the object should be visually set to in order to match its new velocity.

Source: src/physics/arcade/ArcadePhysics.js#L585
Since: 3.0.0


nextCategory

<instance> nextCategory()

Description:

Returns the next available collision category.

You can have a maximum of 32 categories.

By default all bodies collide with all other bodies.

Use the Body.setCollisionCategory() and

Body.setCollidesWith() methods to change this.

Returns: number - The next collision category.

Source: src/physics/arcade/ArcadePhysics.js#L202
Since: 3.70.0


overlap

<instance> overlap(object1, [object2], [overlapCallback], [processCallback], [callbackContext])

Description:

Tests if Game Objects overlap. See Phaser.Physics.Arcade.World#overlap

Parameters:

nametypeoptionaldescription
object1Phaser.Types.Physics.Arcade.ArcadeColliderTypeNoThe first object or array of objects to check.
object2Phaser.Types.Physics.Arcade.ArcadeColliderTypeYesThe second object or array of objects to check, or undefined.
overlapCallbackPhaser.Types.Physics.Arcade.ArcadePhysicsCallbackYesAn optional callback function that is called if the objects overlap.
processCallbackPhaser.Types.Physics.Arcade.ArcadePhysicsCallbackYesAn optional callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collideCallback will only be called if this callback returns true.
callbackContext*YesThe context in which to run the callbacks.

Returns: boolean - True if at least one Game Object overlaps another.

Source: src/physics/arcade/ArcadePhysics.js#L224
Since: 3.0.0


overlapCirc

<instance> overlapCirc(x, y, radius, [includeDynamic], [includeStatic])

Description:

This method will search the given circular area and return an array of all physics bodies that

overlap with it. It can return either Dynamic, Static bodies or a mixture of both.

A body only has to intersect with the search area to be considered, it doesn't have to be fully

contained within it.

If Arcade Physics is set to use the RTree (which it is by default) then the search is rather fast,

otherwise the search is O(N) for Dynamic Bodies.

Parameters:

nametypeoptionaldefaultdescription
xnumberNoThe x coordinate of the center of the area to search within.
ynumberNoThe y coordinate of the center of the area to search within.
radiusnumberNoThe radius of the area to search within.
includeDynamicbooleanYestrueShould the search include Dynamic Bodies?
includeStaticbooleanYesfalseShould the search include Static Bodies?

Returns: Array.<Phaser.Physics.Arcade.Body>, Array.<Phaser.Physics.Arcade.StaticBody> - An array of bodies that overlap with the given area.

Source: src/physics/arcade/ArcadePhysics.js#L677
Since: 3.21.0


overlapRect

<instance> overlapRect(x, y, width, height, [includeDynamic], [includeStatic])

Description:

This method will search the given rectangular area and return an array of all physics bodies that

overlap with it. It can return either Dynamic, Static bodies or a mixture of both.

A body only has to intersect with the search area to be considered, it doesn't have to be fully

contained within it.

If Arcade Physics is set to use the RTree (which it is by default) then the search for is extremely fast,

otherwise the search is O(N) for Dynamic Bodies.

Parameters:

nametypeoptionaldefaultdescription
xnumberNoThe top-left x coordinate of the area to search within.
ynumberNoThe top-left y coordinate of the area to search within.
widthnumberNoThe width of the area to search within.
heightnumberNoThe height of the area to search within.
includeDynamicbooleanYestrueShould the search include Dynamic Bodies?
includeStaticbooleanYesfalseShould the search include Static Bodies?

Returns: Array.<Phaser.Physics.Arcade.Body>, Array.<Phaser.Physics.Arcade.StaticBody> - An array of bodies that overlap with the given area.

Source: src/physics/arcade/ArcadePhysics.js#L650
Since: 3.17.0


overlapTiles

<instance> overlapTiles(sprite, tiles, [collideCallback], [processCallback], [callbackContext])

Description:

This advanced method is specifically for testing for overlaps between a single Sprite and an array of Tile objects.

You should generally use the overlap method instead, with a Sprite vs. a Tilemap Layer, as that will perform

tile filtering and culling for you, as well as handle the interesting face collision automatically.

This method is offered for those who would like to check for overlaps with specific Tiles in a layer, without

having to set any collision attributes on the tiles in question. This allows you to perform quick dynamic overlap

tests on small sets of Tiles. As such, no culling or checks are made to the array of Tiles given to this method,

you should filter them before passing them to this method.

Parameters:

nametypeoptionaldescription
spritePhaser.GameObjects.GameObjectNoThe first object to check for collision.
tilesArray.<Phaser.Tilemaps.Tile>NoAn array of Tiles to check for collision against.
collideCallbackPhaser.Types.Physics.Arcade.ArcadePhysicsCallbackYesAn optional callback function that is called if the objects overlap.
processCallbackPhaser.Types.Physics.Arcade.ArcadePhysicsCallbackYesAn optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then collideCallback will only be called if this callback returns true.
callbackContextanyYesThe context in which to run the callbacks.

Returns: boolean - True if any objects overlap (with overlapOnly); or true if any overlapping objects were separated.

Fires: Phaser.Physics.Arcade.Events#event:TILE_OVERLAP

Source: src/physics/arcade/ArcadePhysics.js#L324
Since: 3.17.0


pause

<instance> pause()

Description:

Pauses the simulation.

Returns: Phaser.Physics.Arcade.World - The simulation.

Source: src/physics/arcade/ArcadePhysics.js#L352
Since: 3.0.0


resume

<instance> resume()

Description:

Resumes the simulation (if paused).

Returns: Phaser.Physics.Arcade.World - The simulation.

Source: src/physics/arcade/ArcadePhysics.js#L365
Since: 3.0.0


shutdown

<instance> shutdown()

Description:

The Scene that owns this plugin is shutting down.

We need to kill and reset all internal properties as well as stop listening to Scene events.

Source: src/physics/arcade/ArcadePhysics.js#L703
Since: 3.0.0


velocityFromAngle

<instance> velocityFromAngle(angle, [speed], [vec2])

Description:

Given the angle (in degrees) and speed calculate the velocity and return it as a vector, or set it to the given vector object.

One way to use this is: velocityFromAngle(angle, 200, sprite.body.velocity) which will set the values directly to the sprite's velocity and not create a new vector object.

Parameters:

nametypeoptionaldefaultdescription
anglenumberNoThe angle in degrees calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
speednumberYes60The speed it will move, in pixels per second squared.
vec2Phaser.Math.Vector2YesThe Vector2 in which the x and y properties will be set to the calculated velocity.

Returns: Phaser.Math.Vector2 - The Vector2 that stores the velocity.

Source: src/physics/arcade/ArcadePhysics.js#L608
Since: 3.0.0


velocityFromRotation

<instance> velocityFromRotation(rotation, [speed], [vec2])

Description:

Given the rotation (in radians) and speed calculate the velocity and return it as a vector, or set it to the given vector object.

One way to use this is: velocityFromRotation(rotation, 200, sprite.body.velocity) which will set the values directly to the sprite's velocity and not create a new vector object.

Parameters:

nametypeoptionaldefaultdescription
rotationnumberNoThe angle in radians.
speednumberYes60The speed it will move, in pixels per second squared
vec2Phaser.Math.Vector2YesThe Vector2 in which the x and y properties will be set to the calculated velocity.

Returns: Phaser.Math.Vector2 - The Vector2 that stores the velocity.

Source: src/physics/arcade/ArcadePhysics.js#L629
Since: 3.0.0