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Version: Phaser v3.88.2

World

The Matter World class is responsible for managing one single instance of a Matter Physics World for Phaser.

Access this via this.matter.world from within a Scene.

This class creates a Matter JS World Composite along with the Matter JS Engine during instantiation. It also

handles delta timing, bounds, body and constraint creation and debug drawing.

If you wish to access the Matter JS World object directly, see the localWorld property.

If you wish to access the Matter Engine directly, see the engine property.

This class is an Event Emitter and will proxy all Matter JS events, as they are received.

Constructor

new World(scene, config)

Parameters

nametypeoptionaldescription
scenePhaser.SceneNoThe Scene to which this Matter World instance belongs.
configPhaser.Types.Physics.Matter.MatterWorldConfigNoThe Matter World configuration object.

Scope: static

Extends

Phaser.Events.EventEmitter

Source: src/physics/matter-js/World.js#L24
Since: 3.0.0

Public Members

autoUpdate

autoUpdate: boolean

Description:

Automatically call Engine.update every time the game steps.

If you disable this then you are responsible for calling World.step directly from your game.

If you call set60Hz or set30Hz then autoUpdate is reset to true.

Source: src/physics/matter-js/World.js#L165
Since: 3.4.0


debugConfig

debugConfig: Phaser.Types.Physics.Matter.MatterDebugConfig

Description:

The debug configuration object.

The values stored in this object are read from the Matter World Config debug property.

When a new Body or Constraint is added to the World, they are given the values stored in this object,

unless they have their own render object set that will override them.

Note that while you can modify the values of properties in this object at run-time, it will not change

any of the Matter objects already added. It will only impact objects newly added to the world, or one

that is removed and then re-added at a later time.

Source: src/physics/matter-js/World.js#L198
Since: 3.22.0


debugGraphic

debugGraphic: Phaser.GameObjects.Graphics

Description:

An instance of the Graphics object the debug bodies are drawn to, if enabled.

Source: src/physics/matter-js/World.js#L189
Since: 3.0.0


drawDebug

drawDebug: boolean

Description:

A flag that controls if the debug graphics will be drawn to or not.

Source: src/physics/matter-js/World.js#L179
Since: 3.0.0


enabled

enabled: boolean

Description:

A flag that toggles if the world is enabled or not.

Source: src/physics/matter-js/World.js#L104
Since: 3.0.0


engine

engine: MatterJS.Engine

Description:

An instance of the MatterJS Engine.

Source: src/physics/matter-js/World.js#L66
Since: 3.0.0


getDelta

getDelta: function

Description:

This function is called every time the core game loop steps, which is bound to the

Request Animation Frame frequency unless otherwise modified.

The function is passed two values: time and delta, both of which come from the game step values.

It must return a number. This number is used as the delta value passed to Matter.Engine.update.

You can override this function with your own to define your own timestep.

If you need to update the Engine multiple times in a single game step then call

World.update as many times as required. Each call will trigger the getDelta function.

If you wish to have full control over when the Engine updates then see the property autoUpdate.

You can also adjust the number of iterations that Engine.update performs.

Use the Scene Matter Physics config object to set the following properties:

positionIterations (defaults to 6)

velocityIterations (defaults to 4)

constraintIterations (defaults to 2)

Adjusting these values can help performance in certain situations, depending on the physics requirements

of your game.

Source: src/physics/matter-js/World.js#L114
Since: 3.4.0


localWorld

localWorld: MatterJS.World

Description:

A World composite object that will contain all simulated bodies and constraints.

Source: src/physics/matter-js/World.js#L75
Since: 3.0.0


runner

runner: Phaser.Types.Physics.Matter.MatterRunnerConfig

Description:

The Matter JS Runner Configuration object.

This object is populated via the Matter Configuration object's runner property and is

updated constantly during the game step.

Source: src/physics/matter-js/World.js#L153
Since: 3.22.0


scene

scene: Phaser.Scene

Description:

The Scene to which this Matter World instance belongs.

Source: src/physics/matter-js/World.js#L57
Since: 3.0.0


walls

walls: Phaser.Types.Physics.Matter.MatterWalls

Description:

An object containing the 4 wall bodies that bound the physics world.

Source: src/physics/matter-js/World.js#L95
Since: 3.0.0


Inherited Methods

From Phaser.Events.EventEmitter:


Public Methods

add

<instance> add(object)

Description:

Adds a Matter JS object, or array of objects, to the world.

The objects should be valid Matter JS entities, such as a Body, Composite or Constraint.

Triggers beforeAdd and afterAdd events.

Parameters:

nametypeoptionaldescription
objectobject | Array.<object>NoCan be single object, or an array, and can be a body, composite or constraint.

Returns: Phaser.Physics.Matter.World - This Matter World object.

Source: src/physics/matter-js/World.js#L953
Since: 3.0.0


convertTilemapLayer

<instance> convertTilemapLayer(tilemapLayer, [options])

Description:

Adds MatterTileBody instances for all the colliding tiles within the given tilemap layer.

Set the appropriate tiles in your layer to collide before calling this method!

If you modify the map after calling this method, i.e. via a function like putTileAt then

you should call the Phaser.Physics.Matter.World.convertTiles function directly, passing

it an array of the tiles you've added to your map.

Parameters:

nametypeoptionaldescription
tilemapLayerPhaser.Tilemaps.TilemapLayerNoAn array of tiles.
optionsobjectYesOptions to be passed to the MatterTileBody constructor. {@see Phaser.Physics.Matter.TileBody}

Returns: Phaser.Physics.Matter.World - This Matter World object.

Source: src/physics/matter-js/World.js#L1028
Since: 3.0.0


convertTiles

<instance> convertTiles(tiles, [options])

Description:

Creates MatterTileBody instances for all of the given tiles. This creates bodies regardless of whether the

tiles are set to collide or not, or if they have a body already, or not.

If you wish to pass an array of tiles that may already have bodies, you should filter the array before hand.

Parameters:

nametypeoptionaldescription
tilesArray.<Phaser.Tilemaps.Tile>NoAn array of tiles.
optionsobjectYesOptions to be passed to the MatterTileBody constructor. {@see Phaser.Physics.Matter.TileBody}

Returns: Phaser.Physics.Matter.World - This Matter World object.

Source: src/physics/matter-js/World.js#L1055
Since: 3.0.0


create

<instance> create(x, y, width, height, options)

Description:

Creates a rectangle Matter body and adds it to the world.

Parameters:

nametypeoptionaldescription
xnumberNoThe horizontal position of the body in the world.
ynumberNoThe vertical position of the body in the world.
widthnumberNoThe width of the body.
heightnumberNoThe height of the body.
optionsobjectNoOptional Matter configuration object.

Returns: MatterJS.BodyType - The Matter.js body that was created.

Source: src/physics/matter-js/World.js#L930
Since: 3.0.0


createDebugGraphic

<instance> createDebugGraphic()

Description:

Creates a Phaser.GameObjects.Graphics object that is used to render all of the debug bodies and joints to.

This method is called automatically by the constructor, if debugging has been enabled.

The created Graphics object is automatically added to the Scene at 0x0 and given a depth of Number.MAX_VALUE,

so it renders above all else in the Scene.

The Graphics object is assigned to the debugGraphic property of this class and drawDebug is enabled.

Returns: Phaser.GameObjects.Graphics - The newly created Graphics object.

Source: src/physics/matter-js/World.js#L858
Since: 3.0.0


destroy

<instance> destroy()

Description:

Will remove all Matter physics event listeners and clear the matter physics world,

engine and any debug graphics, if any.

After destroying the world it cannot be re-used again.

Overrides: Phaser.Events.EventEmitter#destroy

Source: src/physics/matter-js/World.js#L2288
Since: 3.0.0


disableGravity

<instance> disableGravity()

Description:

Sets the world gravity and gravity scale to 0.

Returns: Phaser.Physics.Matter.World - This Matter World object.

Source: src/physics/matter-js/World.js#L886
Since: 3.0.0


getAllBodies

<instance> getAllBodies()

Description:

Returns all the bodies in the Matter World, including all bodies in children, recursively.

Returns: Array.<MatterJS.BodyType> - An array of all the Matter JS Bodies in this World.

Source: src/physics/matter-js/World.js#L1342
Since: 3.22.0


getAllComposites

<instance> getAllComposites()

Description:

Returns all the composites in the Matter World, including all composites in children, recursively.

Returns: Array.<MatterJS.CompositeType> - An array of all the Matter JS Composites in this World.

Source: src/physics/matter-js/World.js#L1368
Since: 3.22.0


getAllConstraints

<instance> getAllConstraints()

Description:

Returns all the constraints in the Matter World, including all constraints in children, recursively.

Returns: Array.<MatterJS.ConstraintType> - An array of all the Matter JS Constraints in this World.

Source: src/physics/matter-js/World.js#L1355
Since: 3.22.0


has

<instance> has(body)

Description:

Returns true if the given body can be found within the World.

Parameters:

nametypeoptionaldescription
bodyMatterJS.Body | Phaser.GameObjects.GameObjectNoThe Matter Body, or Game Object, to search for within the world.

Returns: Array.<MatterJS.BodyType> - An array of all the Matter JS Bodies in this World.

Source: src/physics/matter-js/World.js#L1325
Since: 3.22.0


nextCategory

<instance> nextCategory()

Description:

Returns the next unique category bitfield (starting after the initial default category 0x0001).

There are 32 available.

Returns: number - Unique category bitfield

Source: src/physics/matter-js/World.js#L1100
Since: 3.0.0


nextGroup

<instance> nextGroup([isNonColliding])

Description:

Returns the next unique group index for which bodies will collide.

If isNonColliding is true, returns the next unique group index for which bodies will not collide.

Parameters:

nametypeoptionaldefaultdescription
isNonCollidingbooleanYesfalseIf true, returns the next unique group index for which bodies will not collide.

Returns: number - Unique category bitfield

Source: src/physics/matter-js/World.js#L1084
Since: 3.0.0


pause

<instance> pause()

Description:

Pauses this Matter World instance and sets enabled to false.

A paused world will not run any simulations for the duration it is paused.

Returns: Phaser.Physics.Matter.World - This Matter World object.

Fires: Phaser.Physics.Matter.Events#event:PAUSE

Source: src/physics/matter-js/World.js#L1114
Since: 3.0.0


remove

<instance> remove(object, [deep])

Description:

Removes a Matter JS object, or array of objects, from the world.

The objects should be valid Matter JS entities, such as a Body, Composite or Constraint.

Triggers beforeRemove and afterRemove events.

Parameters:

nametypeoptionaldefaultdescription
objectobject | Array.<object>NoCan be single object, or an array, and can be a body, composite or constraint.
deepbooleanYesfalseOptionally search the objects children and recursively remove those as well.

Returns: Phaser.Physics.Matter.World - This Matter World object.

Source: src/physics/matter-js/World.js#L974
Since: 3.0.0


removeConstraint

<instance> removeConstraint(constraint, [deep])

Description:

Removes a Matter JS constraint, or array of constraints, from the world.

Triggers beforeRemove and afterRemove events.

Parameters:

nametypeoptionaldefaultdescription
constraintMatterJS.ConstraintType | Array.<MatterJS.ConstraintType>NoA Matter JS Constraint, or an array of constraints, to be removed.
deepbooleanYesfalseOptionally search the objects children and recursively remove those as well.

Returns: Phaser.Physics.Matter.World - This Matter World object.

Source: src/physics/matter-js/World.js#L1008
Since: 3.0.0


renderBody

<instance> renderBody(body, graphics, showInternalEdges, [lineColor], [lineOpacity], [lineThickness], [fillColor], [fillOpacity])

Description:

Renders a single Matter Body to the given Phaser Graphics Game Object.

This method is used internally by the Matter Debug Renderer, but is also exposed publically should

you wish to render a Body to your own Graphics instance.

If you don't wish to render a line around the body, set the lineColor parameter to null.

Equally, if you don't wish to render a fill, set the fillColor parameter to null.

Parameters:

nametypeoptionaldefaultdescription
bodyMatterJS.BodyTypeNoThe Matter Body to be rendered.
graphicsPhaser.GameObjects.GraphicsNoThe Graphics object to render to.
showInternalEdgesbooleanNoRender internal edges of the polygon?
lineColornumberYesThe line color.
lineOpacitynumberYesThe line opacity, between 0 and 1.
lineThicknessnumberYes1The line thickness.
fillColornumberYesThe fill color.
fillOpacitynumberYesThe fill opacity, between 0 and 1.

Returns: Phaser.Physics.Matter.World - This Matter World instance for method chaining.

Source: src/physics/matter-js/World.js#L1931
Since: 3.22.0


renderBodyAxes

<instance> renderBodyAxes(bodies, graphics, showAxes, lineColor, lineOpacity)

Description:

Renders either all axes, or a single axis indicator, for an array of Bodies, to the given Graphics instance.

The debug renderer calls this method if the showAxes or showAngleIndicator config values are set.

This method is used internally by the Matter Debug Renderer, but is also exposed publically should

you wish to render bounds to your own Graphics instance.

Parameters:

nametypeoptionaldescription
bodiesarrayNoAn array of bodies from the localWorld.
graphicsPhaser.GameObjects.GraphicsNoThe Graphics object to render to.
showAxesbooleanNoIf true it will render all body axes. If false it will render a single axis indicator.
lineColornumberNoThe line color.
lineOpacitynumberNoThe line opacity, between 0 and 1.

Source: src/physics/matter-js/World.js#L1722
Since: 3.22.0


renderBodyBounds

<instance> renderBodyBounds(bodies, graphics, lineColor, lineOpacity)

Description:

Renders the bounds of an array of Bodies to the given Graphics instance.

If the body is a compound body, it will render the bounds for the parent compound.

The debug renderer calls this method if the showBounds config value is set.

This method is used internally by the Matter Debug Renderer, but is also exposed publically should

you wish to render bounds to your own Graphics instance.

Parameters:

nametypeoptionaldescription
bodiesarrayNoAn array of bodies from the localWorld.
graphicsPhaser.GameObjects.GraphicsNoThe Graphics object to render to.
lineColornumberNoThe line color.
lineOpacitynumberNoThe line opacity, between 0 and 1.

Source: src/physics/matter-js/World.js#L1658
Since: 3.22.0


renderBodyVelocity

<instance> renderBodyVelocity(bodies, graphics, lineColor, lineOpacity, lineThickness)

Description:

Renders a velocity indicator for an array of Bodies, to the given Graphics instance.

The debug renderer calls this method if the showVelocity config value is set.

This method is used internally by the Matter Debug Renderer, but is also exposed publically should

you wish to render bounds to your own Graphics instance.

Parameters:

nametypeoptionaldescription
bodiesarrayNoAn array of bodies from the localWorld.
graphicsPhaser.GameObjects.GraphicsNoThe Graphics object to render to.
lineColornumberNoThe line color.
lineOpacitynumberNoThe line opacity, between 0 and 1.
lineThicknessnumberNoThe line thickness.

Source: src/physics/matter-js/World.js#L1799
Since: 3.22.0


renderCollisions

<instance> renderCollisions(pairs, graphics, lineColor)

Description:

Renders the list of collision points and normals to the given Graphics instance.

The debug renderer calls this method if the showCollisions config value is set.

This method is used internally by the Matter Debug Renderer, but is also exposed publically should

you wish to render the Grid to your own Graphics instance.

Parameters:

nametypeoptionaldescription
pairsArray.<MatterJS.Pair>NoAn array of Matter Pairs to be rendered.
graphicsPhaser.GameObjects.GraphicsNoThe Graphics object to render to.
lineColornumberNoThe line color.

Returns: Phaser.Physics.Matter.World - This Matter World instance for method chaining.

Source: src/physics/matter-js/World.js#L1561
Since: 3.22.0


renderConstraint

<instance> renderConstraint(constraint, graphics, lineColor, lineOpacity, lineThickness, pinSize, anchorColor, anchorSize)

Description:

Renders a single Matter Constraint, such as a Pin or a Spring, to the given Phaser Graphics Game Object.

This method is used internally by the Matter Debug Renderer, but is also exposed publically should

you wish to render a Constraint to your own Graphics instance.

Parameters:

nametypeoptionaldescription
constraintMatterJS.ConstraintTypeNoThe Matter Constraint to render.
graphicsPhaser.GameObjects.GraphicsNoThe Graphics object to render to.
lineColornumberNoThe line color.
lineOpacitynumberNoThe line opacity, between 0 and 1.
lineThicknessnumberNoThe line thickness.
pinSizenumberNoIf this constraint is a pin, this sets the size of the pin circle.
anchorColornumberNoThe color used when rendering this constraints anchors. Set to null to not render anchors.
anchorSizenumberNoThe size of the anchor circle, if this constraint has anchors and is rendering them.

Returns: Phaser.Physics.Matter.World - This Matter World instance for method chaining.

Source: src/physics/matter-js/World.js#L2149
Since: 3.22.0


renderConvexHull

<instance> renderConvexHull(body, graphics, hullColor, [lineThickness])

Description:

Renders the Convex Hull for a single Matter Body to the given Phaser Graphics Game Object.

This method is used internally by the Matter Debug Renderer, but is also exposed publically should

you wish to render a Body hull to your own Graphics instance.

Parameters:

nametypeoptionaldefaultdescription
bodyMatterJS.BodyTypeNoThe Matter Body to be rendered.
graphicsPhaser.GameObjects.GraphicsNoThe Graphics object to render to.
hullColornumberNoThe color used to render the hull.
lineThicknessnumberYes1The hull line thickness.

Returns: Phaser.Physics.Matter.World - This Matter World instance for method chaining.

Source: src/physics/matter-js/World.js#L2071
Since: 3.22.0


renderGrid

<instance> renderGrid(grid, graphics, lineColor, lineOpacity)

Description:

Renders the Engine Broadphase Controller Grid to the given Graphics instance.

The debug renderer calls this method if the showBroadphase config value is set.

This method is used internally by the Matter Debug Renderer, but is also exposed publically should

you wish to render the Grid to your own Graphics instance.

Parameters:

nametypeoptionaldescription
gridMatterJS.GridNoThe Matter Grid to be rendered.
graphicsPhaser.GameObjects.GraphicsNoThe Graphics object to render to.
lineColornumberNoThe line color.
lineOpacitynumberNoThe line opacity, between 0 and 1.

Returns: Phaser.Physics.Matter.World - This Matter World instance for method chaining.

Source: src/physics/matter-js/World.js#L1446
Since: 3.22.0


renderSeparations

<instance> renderSeparations(pairs, graphics, lineColor)

Description:

Renders the list of Pair separations to the given Graphics instance.

The debug renderer calls this method if the showSeparations config value is set.

This method is used internally by the Matter Debug Renderer, but is also exposed publically should

you wish to render the Grid to your own Graphics instance.

Parameters:

nametypeoptionaldescription
pairsArray.<MatterJS.Pair>NoAn array of Matter Pairs to be rendered.
graphicsPhaser.GameObjects.GraphicsNoThe Graphics object to render to.
lineColornumberNoThe line color.

Returns: Phaser.Physics.Matter.World - This Matter World instance for method chaining.

Source: src/physics/matter-js/World.js#L1492
Since: 3.22.0


resetCollisionIDs

<instance> resetCollisionIDs()

Description:

Resets the internal collision IDs that Matter.JS uses for Body collision groups.

You should call this before destroying your game if you need to restart the game

again on the same page, without first reloading the page. Or, if you wish to

consistently destroy a Scene that contains Matter.js and then run it again

later in the same game.

Source: src/physics/matter-js/World.js#L2245
Since: 3.17.0


resume

<instance> resume()

Description:

Resumes this Matter World instance from a paused state and sets enabled to true.

Returns: Phaser.Physics.Matter.World - This Matter World object.

Fires: Phaser.Physics.Matter.Events#event:RESUME

Source: src/physics/matter-js/World.js#L1134
Since: 3.0.0


setBodyRenderStyle

<instance> setBodyRenderStyle(body, [lineColor], [lineOpacity], [lineThickness], [fillColor], [fillOpacity])

Description:

Sets the debug render style for the given Matter Body.

If you are using this on a Phaser Game Object, such as a Matter Sprite, then pass in the body property

to this method, not the Game Object itself.

If you wish to skip a parameter, so it retains its current value, pass false for it.

If you wish to reset the Body render colors to the defaults found in the World Debug Config, then call

this method with just the body parameter provided and no others.

Parameters:

nametypeoptionaldescription
bodyMatterJS.BodyTypeNoThe Matter Body to set the render style on.
lineColornumberYesThe line color. If null it will use the World Debug Config value.
lineOpacitynumberYesThe line opacity, between 0 and 1. If null it will use the World Debug Config value.
lineThicknessnumberYesThe line thickness. If null it will use the World Debug Config value.
fillColornumberYesThe fill color. If null it will use the World Debug Config value.
fillOpacitynumberYesThe fill opacity, between 0 and 1. If null it will use the World Debug Config value.

Returns: Phaser.Physics.Matter.World - This Matter World instance for method chaining.

Source: src/physics/matter-js/World.js#L364
Since: 3.22.0


setBounds

<instance> setBounds([x], [y], [width], [height], [thickness], [left], [right], [top], [bottom])

Description:

Sets the bounds of the Physics world to match the given world pixel dimensions.

You can optionally set which 'walls' to create: left, right, top or bottom.

If none of the walls are given it will default to use the walls settings it had previously.

I.e. if you previously told it to not have the left or right walls, and you then adjust the world size

the newly created bounds will also not have the left and right walls.

Explicitly state them in the parameters to override this.

Parameters:

nametypeoptionaldefaultdescription
xnumberYes0The x coordinate of the top-left corner of the bounds.
ynumberYes0The y coordinate of the top-left corner of the bounds.
widthnumberYesThe width of the bounds.
heightnumberYesThe height of the bounds.
thicknessnumberYes64The thickness of each wall, in pixels.
leftbooleanYestrueIf true will create the left bounds wall.
rightbooleanYestrueIf true will create the right bounds wall.
topbooleanYestrueIf true will create the top bounds wall.
bottombooleanYestrueIf true will create the bottom bounds wall.

Returns: Phaser.Physics.Matter.World - This Matter World object.

Source: src/physics/matter-js/World.js#L772
Since: 3.0.0


setCompositeRenderStyle

<instance> setCompositeRenderStyle(composite)

Description:

Sets the debug render style for the children of the given Matter Composite.

Composites themselves do not render, but they can contain bodies, constraints and other composites that may do.

So the children of this composite are passed to the setBodyRenderStyle, setCompositeRenderStyle and

setConstraintRenderStyle methods accordingly.

Parameters:

nametypeoptionaldescription
compositeMatterJS.CompositeTypeNoThe Matter Composite to set the render style on.

Returns: Phaser.Physics.Matter.World - This Matter World instance for method chaining.

Source: src/physics/matter-js/World.js#L314
Since: 3.22.0


setConstraintRenderStyle

<instance> setConstraintRenderStyle(constraint, [lineColor], [lineOpacity], [lineThickness], [pinSize], [anchorColor], [anchorSize])

Description:

Sets the debug render style for the given Matter Constraint.

If you are using this on a Phaser Game Object, then pass in the body property

to this method, not the Game Object itself.

If you wish to skip a parameter, so it retains its current value, pass false for it.

If you wish to reset the Constraint render colors to the defaults found in the World Debug Config, then call

this method with just the constraint parameter provided and no others.

Parameters:

nametypeoptionaldescription
constraintMatterJS.ConstraintTypeNoThe Matter Constraint to set the render style on.
lineColornumberYesThe line color. If null it will use the World Debug Config value.
lineOpacitynumberYesThe line opacity, between 0 and 1. If null it will use the World Debug Config value.
lineThicknessnumberYesThe line thickness. If null it will use the World Debug Config value.
pinSizenumberYesIf this constraint is a pin, this sets the size of the pin circle. If null it will use the World Debug Config value.
anchorColornumberYesThe color used when rendering this constraints anchors. If null it will use the World Debug Config value.
anchorSizenumberYesThe size of the anchor circle, if this constraint has anchors. If null it will use the World Debug Config value.

Returns: Phaser.Physics.Matter.World - This Matter World instance for method chaining.

Source: src/physics/matter-js/World.js#L450
Since: 3.22.0


setEventsProxy

<instance> setEventsProxy()

Description:

This internal method acts as a proxy between all of the Matter JS events and then re-emits them

via this class.

Source: src/physics/matter-js/World.js#L561
Since: 3.0.0


setGravity

<instance> setGravity([x], [y], [scale])

Description:

Sets the worlds gravity to the values given.

Gravity effects all bodies in the world, unless they have the ignoreGravity flag set.

Parameters:

nametypeoptionaldefaultdescription
xnumberYes0The world gravity x component.
ynumberYes1The world gravity y component.
scalenumberYes0.001The gravity scale factor.

Returns: Phaser.Physics.Matter.World - This Matter World object.

Source: src/physics/matter-js/World.js#L903
Since: 3.0.0


shutdown

<instance> shutdown()

Description:

Will remove all Matter physics event listeners and clear the matter physics world,

engine and any debug graphics, if any.

Overrides: Phaser.Events.EventEmitter#shutdown

Source: src/physics/matter-js/World.js#L2265
Since: 3.0.0


step

<instance> step([delta])

Description:

Manually advances the physics simulation by one iteration.

You can optionally pass in the delta and correction values to be used by Engine.update.

If undefined they use the Matter defaults of 60Hz and no correction.

Calling step directly bypasses any checks of enabled or autoUpdate.

It also ignores any custom getDelta functions, as you should be passing the delta

value in to this call.

You can adjust the number of iterations that Engine.update performs internally.

Use the Scene Matter Physics config object to set the following properties:

positionIterations (defaults to 6)

velocityIterations (defaults to 4)

constraintIterations (defaults to 2)

Adjusting these values can help performance in certain situations, depending on the physics requirements

of your game.

Parameters:

nametypeoptionaldefaultdescription
deltanumberYes16.666The delta value.

Source: src/physics/matter-js/World.js#L1268
Since: 3.4.0


update

<instance> update(time, delta)

Description:

The internal update method. This is called automatically by the parent Scene.

Moves the simulation forward in time by delta ms. Uses World.correction value as an optional number that

specifies the time correction factor to apply to the update. This can help improve the accuracy of the

simulation in cases where delta is changing between updates. The value of correction is defined as delta / lastDelta,

i.e. the percentage change of delta over the last step. Therefore the value is always 1 (no correction) when

delta is constant (or when no correction is desired, which is the default).

See the paper on Time Corrected Verlet for more information.

Triggers beforeUpdate and afterUpdate events. Triggers collisionStart, collisionActive and collisionEnd events.

If the World is paused, update is still run, but exits early and does not update the Matter Engine.

Parameters:

nametypeoptionaldescription
timenumberNoThe current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
deltanumberNoThe delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

Source: src/physics/matter-js/World.js#L1154
Since: 3.0.0


update30Hz

<instance> update30Hz()

Description:

Runs the Matter Engine.update at a fixed timestep of 30Hz.

Returns: number - The delta value to be passed to Engine.update.

Source: src/physics/matter-js/World.js#L1312
Since: 3.4.0


update60Hz

<instance> update60Hz()

Description:

Runs the Matter Engine.update at a fixed timestep of 60Hz.

Returns: number - The delta value to be passed to Engine.update.

Source: src/physics/matter-js/World.js#L1299
Since: 3.4.0


updateWall

<instance> updateWall(add, [position], [x], [y], [width], [height])

Description:

Updates the 4 rectangle bodies that were created, if setBounds was set in the Matter config, to use

the new positions and sizes. This method is usually only called internally via the setBounds method.

Parameters:

nametypeoptionaldescription
addbooleanNotrue if the walls are being added or updated, false to remove them from the world.
positionstringYesEither left, right, top or bottom. Only optional if add is false.
xnumberYesThe horizontal position to place the walls at. Only optional if add is false.
ynumberYesThe vertical position to place the walls at. Only optional if add is false.
widthnumberYesThe width of the walls, in pixels. Only optional if add is false.
heightnumberYesThe height of the walls, in pixels. Only optional if add is false.

Source: src/physics/matter-js/World.js#L816
Since: 3.0.0