A Dynamic Arcade Body.
Its static counterpart is Phaser.Physics.Arcade.StaticBody.
Constructor
new Body(world, [gameObject])
Parameters
name | type | optional | description |
---|---|---|---|
world | Phaser.Physics.Arcade.World | No | The Arcade Physics simulation this Body belongs to. |
gameObject | Phaser.GameObjects.GameObject | Yes | The Game Object this Body belongs to. As of Phaser 3.60 this is now optional. |
Scope: static
Extends
Source: src/physics/arcade/Body.js#L17
Since: 3.0.0
Public Members
acceleration
acceleration: Phaser.Math.Vector2
Description:
The Body's change in velocity, in pixels per second squared.
Source: src/physics/arcade/Body.js#L359
Since: 3.0.0
allowDrag
allowDrag: boolean
Description:
Whether this Body's velocity is affected by its drag
.
Source: src/physics/arcade/Body.js#L368
Since: 3.0.0
allowGravity
allowGravity: boolean
Description:
Whether this Body's position is affected by gravity (local or world).
Source: src/physics/arcade/Body.js#L398
Since: 3.0.0
allowRotation
allowRotation: boolean
Description:
Whether this Body's rotation
is affected by its angular acceleration and angular velocity.
Source: src/physics/arcade/Body.js#L217
Since: 3.0.0
angle
angle: number
Description:
The calculated angle of this Body's velocity vector, in radians, during the last step.
Source: src/physics/arcade/Body.js#L596
Since: 3.0.0
angularAcceleration
angularAcceleration: number
Description:
The Body's angular acceleration (change in angular velocity), in degrees per second squared.
Source: src/physics/arcade/Body.js#L553
Since: 3.0.0
angularDrag
angularDrag: number
Description:
Loss of angular velocity due to angular movement, in degrees per second.
Angular drag is applied only when angular acceleration is zero.
Source: src/physics/arcade/Body.js#L563
Since: 3.0.0
angularVelocity
angularVelocity: number
Description:
The rate of change of this Body's rotation
, in degrees per second.
Source: src/physics/arcade/Body.js#L543
Since: 3.0.0
blocked
blocked: Phaser.Types.Physics.Arcade.ArcadeBodyCollision
Description:
Whether this Body is colliding with a Static Body, a tile, or the world boundary.
In a collision with a Static Body, if this Body has zero velocity then embedded
will be set instead.
Source: src/physics/arcade/Body.js#L802
Since: 3.0.0
bottom
bottom: number
Description:
The bottom edge of this Body.
Source: src/physics/arcade/Body.js#L2770
Since: 3.0.0
bounce
bounce: Phaser.Math.Vector2
Description:
Rebound following a collision, relative to 1.
Source: src/physics/arcade/Body.js#L421
Since: 3.0.0
center
center: Phaser.Math.Vector2
Description:
The center of the Body.
The midpoint of its position
(top-left corner) and its bottom-right corner.
Source: src/physics/arcade/Body.js#L319
Since: 3.0.0
checkCollision
checkCollision: Phaser.Types.Physics.Arcade.ArcadeBodyCollision
Description:
Whether this Body is checked for collisions and for which directions.
You can set checkCollision.none = true
to disable collision checks.
Source: src/physics/arcade/Body.js#L768
Since: 3.0.0
collideWorldBounds
collideWorldBounds: boolean
Description:
Whether this Body interacts with the world boundary.
Source: src/physics/arcade/Body.js#L758
Since: 3.0.0
collisionCategory
collisionCategory: number
Description:
The Arcade Physics Body Collision Category.
This can be set to any valid collision bitfield value.
See the setCollisionCategory
method for more details.
Source: src/physics/arcade/Body.js#L837
Since: 3.70.0
collisionMask
collisionMask: number
Description:
The Arcade Physics Body Collision Mask.
See the setCollidesWith
method for more details.
Source: src/physics/arcade/Body.js#L850
Since: 3.70.0
customBoundsRectangle
customBoundsRectangle: Phaser.Geom.Rectangle
Description:
The rectangle used for world boundary collisions.
By default it is set to the world boundary rectangle. Or, if this Body was created by a Physics Group, then whatever rectangle that Group defined.
You can also change it by using the Body.setBoundsRectangle
method.
Source: src/physics/arcade/Body.js#L441
Since: 3.20
customSeparateX
customSeparateX: boolean
Description:
A flag disabling the default horizontal separation of colliding bodies.
Pass your own collideCallback
to the collider.
Source: src/physics/arcade/Body.js#L696
Since: 3.0.0
customSeparateY
customSeparateY: boolean
Description:
A flag disabling the default vertical separation of colliding bodies.
Pass your own collideCallback
to the collider.
Source: src/physics/arcade/Body.js#L707
Since: 3.0.0
debugBodyColor
debugBodyColor: number
Description:
The color of this Body on the debug display.
Source: src/physics/arcade/Body.js#L135
Since: 3.0.0
debugShowBody
debugShowBody: boolean
Description:
Whether the Body is drawn to the debug display.
Source: src/physics/arcade/Body.js#L117
Since: 3.0.0
debugShowVelocity
debugShowVelocity: boolean
Description:
Whether the Body's velocity is drawn to the debug display.
Source: src/physics/arcade/Body.js#L126
Since: 3.0.0
deltaMax
deltaMax: Phaser.Math.Vector2
Description:
The Body's absolute maximum change in position, in pixels per step.
Source: src/physics/arcade/Body.js#L350
Since: 3.0.0
directControl
directControl: boolean
Description:
Is this Body under direct control, outside of the physics engine? For example, are you trying to move it via a Tween? Or have it follow a path? If so then you can enable this boolean so that the Body will calculate its velocity based purely on its change in position each frame. This allows you to then tween the position and still have it collide with other objects. However, setting the velocity will have no impact on this Body while this is set.
Source: src/physics/arcade/Body.js#L935
Since: 3.70.0
drag
drag: Phaser.Math.Vector2
Description:
When useDamping
is false (the default), this is absolute loss of velocity due to movement, in pixels per second squared.
When useDamping
is true, this is a damping multiplier between 0 and 1.
A value of 0 means the Body stops instantly.
A value of 0.01 mean the Body keeps 1% of its velocity per second, losing 99%.
A value of 0.1 means the Body keeps 10% of its velocity per second, losing 90%.
A value of 1 means the Body loses no velocity.
You can use very small values (e.g., 0.001) to stop the Body quickly.
The x and y components are applied separately.
Drag is applied only when acceleration
is zero.
Source: src/physics/arcade/Body.js#L378
Since: 3.0.0
embedded
embedded: boolean
Description:
Whether this Body is overlapped with another and both are not moving, on at least one axis.
Source: src/physics/arcade/Body.js#L748
Since: 3.0.0
enable
enable: boolean
Description:
Whether this Body is updated by the physics simulation.
Source: src/physics/arcade/Body.js#L144
Since: 3.0.0
facing
facing: number
Description:
The direction of the Body's velocity, as calculated during the last step. This is a numeric constant value (FACING_UP, FACING_DOWN, FACING_LEFT, FACING_RIGHT). If the Body is moving on both axes, this describes motion on the vertical axis only.
Source: src/physics/arcade/Body.js#L616
Since: 3.0.0
friction
friction: Phaser.Math.Vector2
Description:
If this Body is immovable
and in motion, friction
is the proportion of this Body's motion received by the riding Body on each axis, relative to 1.
The horizontal component (x) is applied only when two colliding Bodies are separated vertically.
The vertical component (y) is applied only when two colliding Bodies are separated horizontally.
The default value (1, 0) moves the riding Body horizontally in equal proportion to this Body and vertically not at all.
Source: src/physics/arcade/Body.js#L513
Since: 3.0.0
gameObject
gameObject: Phaser.GameObjects.GameObject
Description:
The Game Object this Body belongs to.
As of Phaser 3.60 this is now optional and can be undefined.
Source: src/physics/arcade/Body.js#L79
Since: 3.0.0
gravity
gravity: Phaser.Math.Vector2
Description:
Acceleration due to gravity (specific to this Body), in pixels per second squared.
Total gravity is the sum of this vector and the simulation's gravity
.
Source: src/physics/arcade/Body.js#L410
Since: 3.0.0
halfHeight
halfHeight: number
Description:
Half the Body's height, in pixels.
Source: src/physics/arcade/Body.js#L310
Since: 3.0.0
halfWidth
halfWidth: number
Description:
Half the Body's width, in pixels.
Source: src/physics/arcade/Body.js#L301
Since: 3.0.0
height
height: number
Description:
The height of the Body, in pixels.
If the Body is circular, this is also the diameter.
If you wish to change the height use the Body.setSize
method.
Source: src/physics/arcade/Body.js#L260
Since: 3.0.0
immovable
immovable: boolean
Description:
Whether this Body can be moved by collisions with another Body.
Source: src/physics/arcade/Body.js#L632
Since: 3.0.0
isBody
isBody: boolean
Description:
A quick-test flag that signifies this is a Body, used in the World collision handler.
Source: src/physics/arcade/Body.js#L90
Since: 3.60.0
isCircle
isCircle: boolean
Description:
Whether this Body is circular (true) or rectangular (false).
Source: src/physics/arcade/Body.js#L154
Since: 3.0.0
left
left: number
Description:
The left edge of the Body. Identical to x.
Source: src/physics/arcade/Body.js#L2719
Since: 3.0.0
mass
mass: number
Description:
The Body's inertia, relative to a default unit (1).
With bounce
, this affects the exchange of momentum (velocities) during collisions.
Source: src/physics/arcade/Body.js#L585
Since: 3.0.0
maxAngular
maxAngular: number
Description:
The Body's maximum angular velocity, in degrees per second.
Source: src/physics/arcade/Body.js#L575
Since: 3.0.0
maxSpeed
maxSpeed: number
Description:
The maximum speed this Body is allowed to reach, in pixels per second.
If not negative it limits the scalar value of speed.
Any negative value means no maximum is being applied (the default).
Source: src/physics/arcade/Body.js#L499
Since: 3.16.0
maxVelocity
maxVelocity: Phaser.Math.Vector2
Description:
The absolute maximum velocity of this body, in pixels per second. The horizontal and vertical components are applied separately.
Source: src/physics/arcade/Body.js#L489
Since: 3.0.0
moves
moves: boolean
Description:
Whether the Body's position and rotation are affected by its velocity, acceleration, drag, and gravity.
Source: src/physics/arcade/Body.js#L686
Since: 3.0.0
newVelocity
newVelocity: Phaser.Math.Vector2
Description:
The Body's change in position (due to velocity) at the last step, in pixels.
The size of this value depends on the simulation's step rate.
Source: src/physics/arcade/Body.js#L338
Since: 3.0.0
offset
offset: Phaser.Math.Vector2
Description:
The offset of this Body's position from its Game Object's position, in source pixels.
Source: src/physics/arcade/Body.js#L177
Since: 3.0.0
onCollide
onCollide: boolean
Description:
Whether the simulation emits a collide
event when this Body collides with another.
Source: src/physics/arcade/Body.js#L467
Since: 3.0.0
onOverlap
onOverlap: boolean
Description:
Whether the simulation emits an overlap
event when this Body overlaps with another.
Source: src/physics/arcade/Body.js#L478
Since: 3.0.0
onWorldBounds
onWorldBounds: boolean
Description:
Whether the simulation emits a worldbounds
event when this Body collides with the world boundary
(and collideWorldBounds
is also true).
Source: src/physics/arcade/Body.js#L455
Since: 3.0.0
overlapR
overlapR: number
Description:
The amount of overlap (before separation), if this Body is circular and colliding with another circular body.
Source: src/physics/arcade/Body.js#L738
Since: 3.0.0
overlapX
overlapX: number
Description:
The amount of horizontal overlap (before separation), if this Body is colliding with another.
Source: src/physics/arcade/Body.js#L718
Since: 3.0.0
overlapY
overlapY: number
Description:
The amount of vertical overlap (before separation), if this Body is colliding with another.
Source: src/physics/arcade/Body.js#L728
Since: 3.0.0
physicsType
physicsType: number
Description:
The Body's physics type (dynamic or static).
Source: src/physics/arcade/Body.js#L826
Since: 3.0.0
position
position: Phaser.Math.Vector2
Description:
The position of this Body within the simulation.
Source: src/physics/arcade/Body.js#L187
Since: 3.0.0
preRotation
preRotation: number
Description:
The Body rotation, in degrees, during the previous step.
Source: src/physics/arcade/Body.js#L238
Since: 3.0.0
prev
prev: Phaser.Math.Vector2
Description:
The position of this Body during the previous step.
Source: src/physics/arcade/Body.js#L199
Since: 3.0.0
prevFrame
prevFrame: Phaser.Math.Vector2
Description:
The position of this Body during the previous frame.
Source: src/physics/arcade/Body.js#L208
Since: 3.20.0
pushable
pushable: boolean
Description:
Sets if this Body can be pushed by another Body.
A body that cannot be pushed will reflect back all of the velocity it is given to the colliding body. If that body is also not pushable, then the separation will be split between them evenly.
If you want your body to never move or seperate at all, see the setImmovable
method.
By default, Dynamic Bodies are always pushable.
Source: src/physics/arcade/Body.js#L642
Since: 3.50.0
radius
radius: number
Description:
If this Body is circular, this is the unscaled radius of the Body, as set by setCircle(), in source pixels.
The true radius is equal to halfWidth
.
Source: src/physics/arcade/Body.js#L165
Since: 3.0.0
right
right: number
Description:
The right edge of the Body.
Source: src/physics/arcade/Body.js#L2736
Since: 3.0.0
rotation
rotation: number
Description:
This body's rotation, in degrees, based on its angular acceleration and angular velocity.
The Body's rotation controls the angle
of its Game Object.
It doesn't rotate the Body's own geometry, which is always an axis-aligned rectangle or a circle.
Source: src/physics/arcade/Body.js#L227
Since: 3.0.0
slideFactor
slideFactor: Phaser.Math.Vector2
Description:
The Slide Factor of this Body.
The Slide Factor controls how much velocity is preserved when this Body is pushed by another Body.
The default value is 1, which means that it will take on all velocity given in the push. You can adjust this value to control how much velocity is retained by this Body when the push ends.
A value of 0, for example, will allow this Body to be pushed but then remain completely still after the push ends, such as you see in a game like Sokoban.
Or you can set a mid-point, such as 0.25 which will allow it
to keep 25% of the original velocity when the push ends. You
can combine this with the setDrag()
method to create deceleration.
Source: src/physics/arcade/Body.js#L661
Since: 3.70.0
sourceHeight
sourceHeight: number
Description:
The unscaled height of the Body, in source pixels, as set by setSize(). The default is the height of the Body's Game Object's texture frame.
Source: src/physics/arcade/Body.js#L284
Since: 3.0.0
sourceWidth
sourceWidth: number
Description:
The unscaled width of the Body, in source pixels, as set by setSize(). The default is the width of the Body's Game Object's texture frame.
Source: src/physics/arcade/Body.js#L273
Since: 3.0.0
speed
speed: number
Description:
The calculated magnitude of the Body's velocity, in pixels per second, during the last step.
Source: src/physics/arcade/Body.js#L606
Since: 3.0.0
syncBounds
syncBounds: boolean
Description:
Whether to automatically synchronize this Body's dimensions to the dimensions of its Game Object's visual bounds.
Source: src/physics/arcade/Body.js#L815
Since: 3.0.0
top
top: number
Description:
The top edge of the Body. Identical to y.
Source: src/physics/arcade/Body.js#L2753
Since: 3.0.0
touching
touching: Phaser.Types.Physics.Arcade.ArcadeBodyCollision
Description:
Whether this Body is colliding with a Body or Static Body and in which direction.
In a collision where both bodies have zero velocity, embedded
will be set instead.
Source: src/physics/arcade/Body.js#L778
Since: 3.0.0
transform
transform: object
Description:
Transformations applied to this Body.
Source: src/physics/arcade/Body.js#L100
Since: 3.4.0
useDamping
useDamping: boolean
Description:
If this Body is using drag
for deceleration this property controls how the drag is applied.
If set to true
drag will use a damping effect rather than a linear approach. If you are
creating a game where the Body moves freely at any angle (i.e. like the way the ship moves in
the game Asteroids) then you will get a far smoother and more visually correct deceleration
by using damping, avoiding the axis-drift that is prone with linear deceleration.
If you enable this property then you should use far smaller drag
values than with linear, as
they are used as a multiplier on the velocity. Values such as 0.05 will give a nice slow
deceleration.
Source: src/physics/arcade/Body.js#L525
Since: 3.10.0
velocity
velocity: Phaser.Math.Vector2
Description:
The Body's velocity, in pixels per second.
Source: src/physics/arcade/Body.js#L329
Since: 3.0.0
wasTouching
wasTouching: Phaser.Types.Physics.Arcade.ArcadeBodyCollision
Description:
This Body's touching
value during the previous step.
Source: src/physics/arcade/Body.js#L791
Since: 3.0.0
width
width: number
Description:
The width of the Body, in pixels.
If the Body is circular, this is also the diameter.
If you wish to change the width use the Body.setSize
method.
Source: src/physics/arcade/Body.js#L247
Since: 3.0.0
world
world: Phaser.Physics.Arcade.World
Description:
The Arcade Physics simulation this Body belongs to.
Source: src/physics/arcade/Body.js#L70
Since: 3.0.0
worldBounce
worldBounce: Phaser.Math.Vector2
Description:
Rebound following a collision with the world boundary, relative to 1.
If null, bounce
is used instead.
Source: src/physics/arcade/Body.js#L430
Since: 3.0.0
x
x: number
Description:
The Bodys horizontal position (left edge).
Source: src/physics/arcade/Body.js#L2677
Since: 3.0.0
y
y: number
Description:
The Bodys vertical position (top edge).
Source: src/physics/arcade/Body.js#L2698
Since: 3.0.0
Private Members
_bounds
_bounds: Phaser.Geom.Rectangle
Description:
Stores the Game Object's bounds.
Access: private
Source: src/physics/arcade/Body.js#L925
Since: 3.0.0
_dx
_dx: number
Description:
The calculated change in the Body's horizontal position during the last step.
Access: private
Source: src/physics/arcade/Body.js#L881
Since: 3.0.0
_dy
_dy: number
Description:
The calculated change in the Body's vertical position during the last step.
Access: private
Source: src/physics/arcade/Body.js#L892
Since: 3.0.0
_sx
_sx: number
Description:
Cached horizontal scale of the Body's Game Object.
Access: private
Source: src/physics/arcade/Body.js#L861
Since: 3.0.0
_sy
_sy: number
Description:
Cached vertical scale of the Body's Game Object.
Access: private
Source: src/physics/arcade/Body.js#L871
Since: 3.0.0
_tx
_tx: number
Description:
The final calculated change in the Body's horizontal position as of postUpdate
.
Access: private
Source: src/physics/arcade/Body.js#L903
Since: 3.22.0
_ty
_ty: number
Description:
The final calculated change in the Body's vertical position as of postUpdate
.
Access: private
Source: src/physics/arcade/Body.js#L914
Since: 3.22.0
autoFrame
autoFrame: Phaser.Math.Vector2
Description:
Stores the previous position of the Game Object when directControl is enabled.
Access: private
Source: src/physics/arcade/Body.js#L949
Since: 3.70.0
Methods:
Public Members
addCollidesWith
<instance> addCollidesWith(category)
Description:
Adds the given Collision Category to the list of those that this Arcade Physics Body will collide with.
Parameters:
name | type | optional | description |
---|---|---|---|
category | number | No | The collision category to add. |
Returns: Phaser.Physics.Arcade.Body - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Collision#addCollidesWith
Source: src/physics/arcade/components/Collision.js#L60
Since: 3.70.0
checkWorldBounds
<instance> checkWorldBounds()
Description:
Checks for collisions between this Body and the world boundary and separates them.
Returns: boolean - True if this Body is colliding with the world boundary.
Source: src/physics/arcade/Body.js#L1328
Since: 3.0.0
deltaAbsX
<instance> deltaAbsX()
Description:
The absolute (non-negative) change in this Body's horizontal position from the previous step.
Returns: number - The delta value.
Source: src/physics/arcade/Body.js#L1722
Since: 3.0.0
deltaAbsY
<instance> deltaAbsY()
Description:
The absolute (non-negative) change in this Body's vertical position from the previous step.
Returns: number - The delta value.
Source: src/physics/arcade/Body.js#L1735
Since: 3.0.0
deltaX
<instance> deltaX()
Description:
The change in this Body's horizontal position from the previous step. This value is set during the Body's update phase.
As a Body can update multiple times per step this may not hold the final
delta value for the Body. In this case, please see the deltaXFinal
method.
Returns: number - The delta value.
Source: src/physics/arcade/Body.js#L1748
Since: 3.0.0
deltaXFinal
<instance> deltaXFinal()
Description:
The change in this Body's horizontal position from the previous game update.
This value is set during the postUpdate
phase and takes into account the
deltaMax
and final position of the Body.
Because this value is not calculated until postUpdate
, you must listen for it
during a Scene POST_UPDATE
or RENDER
event, and not in update
, as it will
not be calculated by that point. If you do use these values in update
they
will represent the delta from the previous game frame.
Returns: number - The final delta x value.
Source: src/physics/arcade/Body.js#L1782
Since: 3.22.0
deltaY
<instance> deltaY()
Description:
The change in this Body's vertical position from the previous step. This value is set during the Body's update phase.
As a Body can update multiple times per step this may not hold the final
delta value for the Body. In this case, please see the deltaYFinal
method.
Returns: number - The delta value.
Source: src/physics/arcade/Body.js#L1765
Since: 3.0.0
deltaYFinal
<instance> deltaYFinal()
Description:
The change in this Body's vertical position from the previous game update.
This value is set during the postUpdate
phase and takes into account the
deltaMax
and final position of the Body.
Because this value is not calculated until postUpdate
, you must listen for it
during a Scene POST_UPDATE
or RENDER
event, and not in update
, as it will
not be calculated by that point. If you do use these values in update
they
will represent the delta from the previous game frame.
Returns: number - The final delta y value.
Source: src/physics/arcade/Body.js#L1803
Since: 3.22.0
deltaZ
<instance> deltaZ()
Description:
The change in this Body's rotation from the previous step, in degrees.
Returns: number - The delta value.
Source: src/physics/arcade/Body.js#L1824
Since: 3.0.0
destroy
<instance> destroy()
Description:
Disables this Body and marks it for deletion by the simulation.
Source: src/physics/arcade/Body.js#L1837
Since: 3.0.0
drawDebug
<instance> drawDebug(graphic)
Description:
Draws this Body and its velocity, if enabled.
Parameters:
name | type | optional | description |
---|---|---|---|
graphic | Phaser.GameObjects.Graphics | No | The Graphics object to draw on. |
Source: src/physics/arcade/Body.js#L1853
Since: 3.0.0
getBounds
<instance> getBounds(obj)
Description:
Copies the coordinates of this Body's edges into an object.
Parameters:
name | type | optional | description |
---|---|---|---|
obj | Phaser.Types.Physics.Arcade.ArcadeBodyBounds | No | An object to copy the values into. |
Returns: Phaser.Types.Physics.Arcade.ArcadeBodyBounds - - An object with {x, y, right, bottom}.
Source: src/physics/arcade/Body.js#L1630
Since: 3.0.0
hitTest
<instance> hitTest(x, y)
Description:
Tests if the coordinates are within this Body.
Parameters:
name | type | optional | description |
---|---|---|---|
x | number | No | The horizontal coordinate. |
y | number | No | The vertical coordinate. |
Returns: boolean - True if (x, y) is within this Body.
Source: src/physics/arcade/Body.js#L1650
Since: 3.0.0
onCeiling
<instance> onCeiling()
Description:
Whether this Body is touching a tile or the world boundary while moving up.
Returns: boolean - True if touching.
Source: src/physics/arcade/Body.js#L1694
Since: 3.0.0
onFloor
<instance> onFloor()
Description:
Whether this Body is touching a tile or the world boundary while moving down.
Returns: boolean - True if touching.
Source: src/physics/arcade/Body.js#L1680
Since: 3.0.0
onWall
<instance> onWall()
Description:
Whether this Body is touching a tile or the world boundary while moving left or right.
Returns: boolean - True if touching.
Source: src/physics/arcade/Body.js#L1708
Since: 3.0.0
postUpdate
<instance> postUpdate()
Description:
Feeds the Body results back into the parent Game Object.
This method is called every game frame, regardless if the world steps or not.
Source: src/physics/arcade/Body.js#L1228
Since: 3.0.0
preUpdate
<instance> preUpdate(willStep, delta)
Description:
Syncs the position body position with the parent Game Object.
This method is called every game frame, regardless if the world steps or not.
Parameters:
name | type | optional | description |
---|---|---|---|
willStep | boolean | No | Will this Body run an update as well? |
delta | number | No | The delta time, in seconds, elapsed since the last frame. |
Source: src/physics/arcade/Body.js#L1111
Since: 3.17.0
processX
<instance> processX(x, [vx], [left], [right])
Description:
This is an internal handler, called by the ProcessX
function as part
of the collision step. You should almost never call this directly.
Parameters:
name | type | optional | description |
---|---|---|---|
x | number | No | The amount to add to the Body position. |
vx | number | Yes | The amount to add to the Body velocity. |
left | boolean | Yes | Set the blocked.left value? |
right | boolean | Yes | Set the blocked.right value? |
Source: src/physics/arcade/Body.js#L2601
Since: 3.50.0
processY
<instance> processY(y, [vy], [up], [down])
Description:
This is an internal handler, called by the ProcessY
function as part
of the collision step. You should almost never call this directly.
Parameters:
name | type | optional | description |
---|---|---|---|
y | number | No | The amount to add to the Body position. |
vy | number | Yes | The amount to add to the Body velocity. |
up | boolean | Yes | Set the blocked.up value? |
down | boolean | Yes | Set the blocked.down value? |
Source: src/physics/arcade/Body.js#L2639
Since: 3.50.0
removeCollidesWith
<instance> removeCollidesWith(category)
Description:
Removes the given Collision Category from the list of those that this Arcade Physics Body will collide with.
Parameters:
name | type | optional | description |
---|---|---|---|
category | number | No | The collision category to add. |
Returns: Phaser.Physics.Arcade.Body - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Collision#removeCollidesWith
Source: src/physics/arcade/components/Collision.js#L80
Since: 3.70.0
reset
<instance> reset(x, y)
Description:
Sets this Body's parent Game Object to the given coordinates and resets this Body at the new coordinates. If the Body had any velocity or acceleration it is lost as a result of calling this.
Parameters:
name | type | optional | description |
---|---|---|---|
x | number | No | The horizontal position to place the Game Object. |
y | number | No | The vertical position to place the Game Object. |
Source: src/physics/arcade/Body.js#L1557
Since: 3.0.0
resetCollisionCategory
<instance> resetCollisionCategory()
Description:
Resets the Collision Category and Mask back to the defaults, which is to collide with everything.
Returns: Phaser.Physics.Arcade.Body - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Collision#resetCollisionCategory
Source: src/physics/arcade/components/Collision.js#L130
Since: 3.70.0
resetFlags
<instance> resetFlags([clear])
Description:
Prepares the Body for a physics step by resetting the wasTouching
, touching
and blocked
states.
This method is only called if the physics world is going to run a step this frame.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
clear | boolean | Yes | false | Set the wasTouching values to their defaults. |
Source: src/physics/arcade/Body.js#L1066
Since: 3.18.0
setAcceleration
<instance> setAcceleration(x, [y])
Description:
Sets the Body's acceleration.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The horizontal component, in pixels per second squared. | |
y | number | Yes | "x" | The vertical component, in pixels per second squared. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2202
Since: 3.0.0
setAccelerationX
<instance> setAccelerationX(value)
Description:
Sets the Body's horizontal acceleration.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The acceleration, in pixels per second squared. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2220
Since: 3.0.0
setAccelerationY
<instance> setAccelerationY(value)
Description:
Sets the Body's vertical acceleration.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The acceleration, in pixels per second squared. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2237
Since: 3.0.0
setAllowDrag
<instance> setAllowDrag([value])
Description:
Enables or disables drag.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
value | boolean | Yes | true | true to allow drag on this body, or false to disable it. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2254
Since: 3.9.0
setAllowGravity
<instance> setAllowGravity([value])
Description:
Enables or disables gravity's effect on this Body.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
value | boolean | Yes | true | true to allow gravity on this body, or false to disable it. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2274
Since: 3.9.0
setAllowRotation
<instance> setAllowRotation([value])
Description:
Enables or disables rotation.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
value | boolean | Yes | true | true to allow rotation on this body, or false to disable it. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2294
Since: 3.9.0
setAngularAcceleration
<instance> setAngularAcceleration(value)
Description:
Sets the Body's angular acceleration.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The acceleration, in degrees per second squared. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2512
Since: 3.0.0
setAngularDrag
<instance> setAngularDrag(value)
Description:
Sets the Body's angular drag.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The drag, in degrees per second squared. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2529
Since: 3.0.0
setAngularVelocity
<instance> setAngularVelocity(value)
Description:
Sets the Body's angular velocity.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The velocity, in degrees per second. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2495
Since: 3.0.0
setBounce
<instance> setBounce(x, [y])
Description:
Sets the Body's bounce.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The horizontal bounce, relative to 1. | |
y | number | Yes | "x" | The vertical bounce, relative to 1. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2150
Since: 3.0.0
setBounceX
<instance> setBounceX(value)
Description:
Sets the Body's horizontal bounce.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The bounce, relative to 1. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2168
Since: 3.0.0
setBounceY
<instance> setBounceY(value)
Description:
Sets the Body's vertical bounce.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The bounce, relative to 1. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2185
Since: 3.0.0
setBoundsRectangle
<instance> setBoundsRectangle([bounds])
Description:
Sets a custom collision boundary rectangle. Use if you want to have a custom boundary instead of the world boundaries.
Parameters:
name | type | optional | description |
---|---|---|---|
bounds | Phaser.Geom.Rectangle | Yes | The new boundary rectangle. Pass null to use the World bounds. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L1310
Since: 3.20
setCircle
<instance> setCircle(radius, [offsetX], [offsetY])
Description:
Sizes and positions this Body, as a circle.
Parameters:
name | type | optional | description |
---|---|---|---|
radius | number | No | The radius of the Body, in source pixels. |
offsetX | number | Yes | The horizontal offset of the Body from its Game Object, in source pixels. |
offsetY | number | Yes | The vertical offset of the Body from its Game Object, in source pixels. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L1514
Since: 3.0.0
setCollidesWith
<instance> setCollidesWith(categories)
Description:
Sets all of the Collision Categories that this Arcade Physics Body will collide with. You can either pass a single category value, or an array of them.
Calling this method will reset all of the collision categories, so only those passed to this method are enabled.
If you wish to add a new category to the existing mask, call
the addCollisionCategory
method.
If you wish to reset the collision category and mask, call
the resetCollisionCategory
method.
Parameters:
name | type | optional | description |
---|---|---|---|
categories | number | Array.<number> | No | The collision category to collide with, or an array of them. |
Returns: Phaser.Physics.Arcade.Body - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Collision#setCollidesWith
Source: src/physics/arcade/components/Collision.js#L100
Since: 3.70.0
setCollideWorldBounds
<instance> setCollideWorldBounds([value], [bounceX], [bounceY], [onWorldBounds])
Description:
Sets whether this Body collides with the world boundary.
Optionally also sets the World Bounce and onWorldBounds
values.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
value | boolean | Yes | true | true if the Body should collide with the world bounds, otherwise false . |
bounceX | number | Yes | If given this replaces the Body's worldBounce.x value. | |
bounceY | number | Yes | If given this replaces the Body's worldBounce.y value. | |
onWorldBounds | boolean | Yes | If given this replaces the Body's onWorldBounds value. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L1945
Since: 3.0.0
setCollisionCategory
<instance> setCollisionCategory(category)
Description:
Sets the Collision Category that this Arcade Physics Body will use in order to determine what it can collide with.
It can only have one single category assigned to it.
If you wish to reset the collision category and mask, call
the resetCollisionCategory
method.
Parameters:
name | type | optional | description |
---|---|---|---|
category | number | No | The collision category. |
Returns: Phaser.Physics.Arcade.Body - This Game Object.
Inherits: Phaser.Physics.Arcade.Components.Collision#setCollisionCategory
Source: src/physics/arcade/components/Collision.js#L17
Since: 3.70.0
setDamping
<instance> setDamping(value)
Description:
If this Body is using drag
for deceleration this property controls how the drag is applied.
If set to true
drag will use a damping effect rather than a linear approach. If you are
creating a game where the Body moves freely at any angle (i.e. like the way the ship moves in
the game Asteroids) then you will get a far smoother and more visually correct deceleration
by using damping, avoiding the axis-drift that is prone with linear deceleration.
If you enable this property then you should use far smaller drag
values than with linear, as
they are used as a multiplier on the velocity. Values such as 0.95 will give a nice slow
deceleration, where-as smaller values, such as 0.5 will stop an object almost immediately.
Parameters:
name | type | optional | description |
---|---|---|---|
value | boolean | No | true to use damping, or false to use drag. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2332
Since: 3.50.0
setDirectControl
<instance> setDirectControl([value])
Description:
Sets whether this Body should calculate its velocity based on its change in position every frame. The default, which is to not do this, means that you make this Body move by setting the velocity directly. However, if you are trying to move this Body via a Tween, or have it follow a Path, then you should enable this instead. This will allow it to still collide with other bodies, something that isn't possible if you're just changing its position directly.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
value | boolean | Yes | true | true if the Body calculate velocity based on changes in position, otherwise false . |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L1921
Since: 3.70.0
setDrag
<instance> setDrag(x, [y])
Description:
Sets the Body's drag.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The horizontal component, in pixels per second squared. | |
y | number | Yes | "x" | The vertical component, in pixels per second squared. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2314
Since: 3.0.0
setDragX
<instance> setDragX(value)
Description:
Sets the Body's horizontal drag.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The drag, in pixels per second squared. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2357
Since: 3.0.0
setDragY
<instance> setDragY(value)
Description:
Sets the Body's vertical drag.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The drag, in pixels per second squared. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2374
Since: 3.0.0
setEnable
<instance> setEnable([value])
Description:
Sets the Body's enable
property.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
value | boolean | Yes | true | The value to assign to enable . |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2582
Since: 3.15.0
setFriction
<instance> setFriction(x, [y])
Description:
Sets the Body's friction.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The horizontal component, relative to 1. | |
y | number | Yes | "x" | The vertical component, relative to 1. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2443
Since: 3.0.0
setFrictionX
<instance> setFrictionX(value)
Description:
Sets the Body's horizontal friction.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The friction value, relative to 1. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2461
Since: 3.0.0
setFrictionY
<instance> setFrictionY(value)
Description:
Sets the Body's vertical friction.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The friction value, relative to 1. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2478
Since: 3.0.0
setGameObject
<instance> setGameObject(gameObject, [enable])
Description:
Assign this Body to a new Game Object.
Removes this body from the Physics World, assigns to the new Game Object, calls setSize
and then
adds this body back into the World again, setting it enabled, unless the enable
argument is set to false
.
If this body already has a Game Object, then it will remove itself from that Game Object first.
Only if the given gameObject
has a body
property will this Body be assigned to it.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
gameObject | Phaser.GameObjects.GameObject | No | The Game Object this Body belongs to. | |
enable | boolean | Yes | true | Automatically enable this Body for physics. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L1409
Since: 3.60.0
setGravity
<instance> setGravity(x, [y])
Description:
Sets the Body's gravity.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The horizontal component, in pixels per second squared. | |
y | number | Yes | "x" | The vertical component, in pixels per second squared. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2391
Since: 3.0.0
setGravityX
<instance> setGravityX(value)
Description:
Sets the Body's horizontal gravity.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The gravity, in pixels per second squared. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2409
Since: 3.0.0
setGravityY
<instance> setGravityY(value)
Description:
Sets the Body's vertical gravity.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The gravity, in pixels per second squared. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2426
Since: 3.0.0
setImmovable
<instance> setImmovable([value])
Description:
Sets the Body's immovable
property.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
value | boolean | Yes | true | The value to assign to immovable . |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2563
Since: 3.0.0
setMass
<instance> setMass(value)
Description:
Sets the Body's mass.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The mass value, relative to 1. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2546
Since: 3.0.0
setMaxSpeed
<instance> setMaxSpeed(value)
Description:
Sets the maximum speed the Body can move.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The maximum speed value, in pixels per second. Set to a negative value to disable. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2100
Since: 3.16.0
setMaxVelocity
<instance> setMaxVelocity(x, [y])
Description:
Sets the Body's maximum velocity.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The horizontal velocity, in pixels per second. | |
y | number | Yes | "x" | The vertical velocity, in pixels per second. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2048
Since: 3.10.0
setMaxVelocityX
<instance> setMaxVelocityX(value)
Description:
Sets the Body's maximum horizontal velocity.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The maximum horizontal velocity, in pixels per second. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2066
Since: 3.50.0
setMaxVelocityY
<instance> setMaxVelocityY(value)
Description:
Sets the Body's maximum vertical velocity.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The maximum vertical velocity, in pixels per second. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2083
Since: 3.50.0
setOffset
<instance> setOffset(x, [y])
Description:
Sets the offset of the Body's position from its Game Object's position.
The Body's position
isn't changed until the next preUpdate
.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The horizontal offset, in source pixels. | |
y | number | Yes | "x" | The vertical offset, in source pixels. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L1388
Since: 3.0.0
setSize
<instance> setSize([width], [height], [center])
Description:
Sizes and positions this Body, as a rectangle.
Modifies the Body offset
if center
is true (the default).
Resets the width and height to match current frame, if no width and height provided and a frame is found.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
width | number | Yes | The width of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame width. | |
height | number | Yes | The height of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame height. | |
center | boolean | Yes | true | Modify the Body's offset , placing the Body's center on its Game Object's center. Only works if the Game Object has the getCenter method. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L1456
Since: 3.0.0
setSlideFactor
<instance> setSlideFactor(x, [y])
Description:
Sets the Slide Factor of this Body.
The Slide Factor controls how much velocity is preserved when this Body is pushed by another Body.
The default value is 1, which means that it will take on all velocity given in the push. You can adjust this value to control how much velocity is retained by this Body when the push ends.
A value of 0, for example, will allow this Body to be pushed but then remain completely still after the push ends, such as you see in a game like Sokoban.
Or you can set a mid-point, such as 0.25 which will allow it
to keep 25% of the original velocity when the push ends. You
can combine this with the setDrag()
method to create deceleration.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The horizontal slide factor. A value between 0 and 1. | |
y | number | Yes | "x" | The vertical slide factor. A value between 0 and 1. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2117
Since: 3.70.0
setVelocity
<instance> setVelocity(x, [y])
Description:
Sets the Body's velocity.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
x | number | No | The horizontal velocity, in pixels per second. | |
y | number | Yes | "x" | The vertical velocity, in pixels per second. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L1995
Since: 3.0.0
setVelocityX
<instance> setVelocityX(value)
Description:
Sets the Body's horizontal velocity.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The velocity, in pixels per second. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2018
Since: 3.0.0
setVelocityY
<instance> setVelocityY(value)
Description:
Sets the Body's vertical velocity.
Parameters:
name | type | optional | description |
---|---|---|---|
value | number | No | The velocity, in pixels per second. |
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L2033
Since: 3.0.0
stop
<instance> stop()
Description:
Sets acceleration, velocity, and speed to zero.
Returns: Phaser.Physics.Arcade.Body - This Body object.
Source: src/physics/arcade/Body.js#L1611
Since: 3.0.0
update
<instance> update(delta)
Description:
Performs a single physics step and updates the body velocity, angle, speed and other properties.
This method can be called multiple times per game frame, depending on the physics step rate.
The results are synced back to the Game Object in postUpdate
.
Parameters:
name | type | optional | description |
---|---|---|---|
delta | number | No | The delta time, in seconds, elapsed since the last frame. |
Fires: Phaser.Physics.Arcade.Events#event:WORLD_BOUNDS
Source: src/physics/arcade/Body.js#L1154
Since: 3.0.0
updateBounds
<instance> updateBounds()
Description:
Updates the Body's transform
, width
, height
, and center
from its Game Object.
The Body's position
isn't changed.
Source: src/physics/arcade/Body.js#L960
Since: 3.0.0
updateCenter
<instance> updateCenter()
Description:
Updates the Body's center
from its position
, width
, and height
.
Source: src/physics/arcade/Body.js#L1031
Since: 3.0.0
updateFromGameObject
<instance> updateFromGameObject()
Description:
Updates the Body's position
, width
, height
, and center
from its Game Object and offset
.
You don't need to call this for Dynamic Bodies, as it happens automatically during the physics step.
But you could use it if you have modified the Body offset or Game Object transform and need to immediately
read the Body's new position
or center
.
To resynchronize the Body with its Game Object, use reset()
instead.
Source: src/physics/arcade/Body.js#L1042
Since: 3.24.0
willCollideWith
<instance> willCollideWith(category)
Description:
Checks to see if the given Collision Category will collide with this Arcade Physics object or not.
Parameters:
name | type | optional | description |
---|---|---|---|
category | number | No | Collision category value to test. |
Returns: boolean - true
if the given category will collide with this object, otherwise false
.
Inherits: Phaser.Physics.Arcade.Components.Collision#willCollideWith
Source: src/physics/arcade/components/Collision.js#L42
Since: 3.70.0
willDrawDebug
<instance> willDrawDebug()
Description:
Whether this Body will be drawn to the debug display.
Returns: boolean - True if either debugShowBody
or debugShowVelocity
are enabled.
Source: src/physics/arcade/Body.js#L1908
Since: 3.0.0