StaticBody

Phaser.Physics.Arcade.StaticBody

A Static Arcade Physics Body.

A Static Body never moves, and isn't automatically synchronized with its parent Game Object. That means if you make any change to the parent's origin, position, or scale after creating or adding the body, you'll need to update the Static Body manually.

A Static Body can collide with other Bodies, but is never moved by collisions.

Its dynamic counterpart is Phaser.Physics.Arcade.Body.

Constructor

new StaticBody(world, [gameObject])

Parameters

name

type

optional

description

world

Phaser.Physics.Arcade.World

No

The Arcade Physics simulation this Static 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

Phaser.Physics.Arcade.Components.Collision

Source: src/physics/arcade/StaticBody.js#L15
Since: 3.0.0

Public Members

allowGravity

allowGravity: boolean

Description:

A constant false value expected by the Arcade Physics simulation.

Source: src/physics/arcade/StaticBody.js#L233
Since: 3.0.0


blocked

blocked: Phaser.Types.Physics.Arcade.ArcadeBodyCollision

Description:

This property is kept for compatibility with Dynamic Bodies. Avoid using it.

Source: src/physics/arcade/StaticBody.js#L439
Since: 3.0.0


bottom

bottom: number

Description:

The lowest y coordinate of the area of the StaticBody. (y + height)

Source: src/physics/arcade/StaticBody.js#L1064
Since: 3.0.0


bounce

bounce: Phaser.Math.Vector2

Description:

Rebound, or restitution, following a collision, relative to 1. Always zero for a Static Body.

Source: src/physics/arcade/StaticBody.js#L254
Since: 3.0.0


center

center: Phaser.Math.Vector2

Description:

The center of the Static Body's boundary. This is the midpoint of its position (top-left corner) and its bottom-right corner.

Source: src/physics/arcade/StaticBody.js#L213
Since: 3.0.0


checkCollision

checkCollision: Phaser.Types.Physics.Arcade.ArcadeBodyCollision

Description:

Whether this StaticBody is checked for collisions and for which directions. You can set checkCollision.none = false to disable collision checks.

Source: src/physics/arcade/StaticBody.js#L409
Since: 3.0.0


collideWorldBounds

collideWorldBounds: boolean

Description:

Whether this StaticBody interacts with the world boundary. Always false for a Static Body. (Static Bodies never collide with the world boundary.)

Source: src/physics/arcade/StaticBody.js#L397
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/StaticBody.js#L459
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/StaticBody.js#L472
Since: 3.70.0


customSeparateX

customSeparateX: boolean

Description:

A flag disabling the default horizontal separation of colliding bodies. Pass your own collideHandler to the collider.

Source: src/physics/arcade/StaticBody.js#L337
Since: 3.0.0


customSeparateY

customSeparateY: boolean

Description:

A flag disabling the default vertical separation of colliding bodies. Pass your own collideHandler to the collider.

Source: src/physics/arcade/StaticBody.js#L347
Since: 3.0.0


debugBodyColor

debugBodyColor: number

Description:

The color of this Static Body on the debug display.

Source: src/physics/arcade/StaticBody.js#L112
Since: 3.0.0


debugShowBody

debugShowBody: boolean

Description:

Whether the Static Body's boundary is drawn to the debug display.

Source: src/physics/arcade/StaticBody.js#L103
Since: 3.0.0


embedded

embedded: boolean

Description:

Whether this StaticBody has ever overlapped with another while both were not moving.

Source: src/physics/arcade/StaticBody.js#L387
Since: 3.0.0


enable

enable: boolean

Description:

Whether this Static Body is updated by the physics simulation.

Source: src/physics/arcade/StaticBody.js#L121
Since: 3.0.0


gameObject

gameObject: Phaser.GameObjects.GameObject

Description:

The Game Object this Static Body belongs to.

As of Phaser 3.60 this is now optional and can be undefined.

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


gravity

gravity: Phaser.Math.Vector2

Description:

Gravitational force applied specifically to this Body. Values are in pixels per second squared. Always zero for a Static Body.

Source: src/physics/arcade/StaticBody.js#L244
Since: 3.0.0


halfHeight

halfHeight: number

Description:

Half the Static Body's height, in pixels. If the Static Body is circular, this is also the Static Body's radius.

Source: src/physics/arcade/StaticBody.js#L203
Since: 3.0.0


halfWidth

halfWidth: number

Description:

Half the Static Body's width, in pixels. If the Static Body is circular, this is also the Static Body's radius.

Source: src/physics/arcade/StaticBody.js#L193
Since: 3.0.0


height

height: number

Description:

The height of the Static Body's boundary, in pixels. If the Static Body is circular, this is also the Static Body's diameter.

Source: src/physics/arcade/StaticBody.js#L183
Since: 3.0.0


immovable

immovable: boolean

Description:

Whether this object can be moved by collisions with another body.

Source: src/physics/arcade/StaticBody.js#L308
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/StaticBody.js#L93
Since: 3.60.0


isCircle

isCircle: boolean

Description:

Whether this Static Body's boundary is circular (true) or rectangular (false).

Source: src/physics/arcade/StaticBody.js#L131
Since: 3.0.0


left

left: number

Description:

Returns the left-most x coordinate of the area of the StaticBody.

Source: src/physics/arcade/StaticBody.js#L1013
Since: 3.0.0


mass

mass: number

Description:

The StaticBody's inertia, relative to a default unit (1). With bounce, this affects the exchange of momentum (velocities) during collisions.

Source: src/physics/arcade/StaticBody.js#L298
Since: 3.0.0


offset

offset: Phaser.Math.Vector2

Description:

The offset set by Phaser.Physics.Arcade.StaticBody#setCircle or Phaser.Physics.Arcade.StaticBody#setSize.

This doesn't affect the Static Body's position, because a Static Body does not follow its Game Object.

Source: src/physics/arcade/StaticBody.js#L152
Since: 3.0.0


onCollide

onCollide: boolean

Description:

Whether the simulation emits a collide event when this StaticBody collides with another.

Source: src/physics/arcade/StaticBody.js#L278
Since: 3.0.0


onOverlap

onOverlap: boolean

Description:

Whether the simulation emits an overlap event when this StaticBody overlaps with another.

Source: src/physics/arcade/StaticBody.js#L288
Since: 3.0.0


onWorldBounds

onWorldBounds: boolean

Description:

Whether the simulation emits a worldbounds event when this StaticBody collides with the world boundary. Always false for a Static Body. (Static Bodies never collide with the world boundary and never trigger a worldbounds event.)

Source: src/physics/arcade/StaticBody.js#L266
Since: 3.0.0


overlapR

overlapR: number

Description:

The amount of overlap (before separation), if this StaticBody is circular and colliding with another circular body.

Source: src/physics/arcade/StaticBody.js#L377
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/StaticBody.js#L357
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/StaticBody.js#L367
Since: 3.0.0


physicsType

physicsType: number

Description:

The StaticBody's physics type (static by default).

Source: src/physics/arcade/StaticBody.js#L449
Since: 3.0.0


position

position: Phaser.Math.Vector2

Description:

The position of this Static Body within the simulation.

Source: src/physics/arcade/StaticBody.js#L164
Since: 3.0.0


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, Static Bodies are not pushable.

Source: src/physics/arcade/StaticBody.js#L318
Since: 3.50.0


radius

radius: number

Description:

If this Static Body is circular, this is the radius of the boundary, as set by Phaser.Physics.Arcade.StaticBody#setCircle, in pixels. Equal to halfWidth.

Source: src/physics/arcade/StaticBody.js#L141
Since: 3.0.0


right: number

Description:

The right-most x coordinate of the area of the StaticBody.

Source: src/physics/arcade/StaticBody.js#L1030
Since: 3.0.0


top

top: number

Description:

The highest y coordinate of the area of the StaticBody.

Source: src/physics/arcade/StaticBody.js#L1047
Since: 3.0.0


touching

touching: Phaser.Types.Physics.Arcade.ArcadeBodyCollision

Description:

This property is kept for compatibility with Dynamic Bodies. Avoid using it.

Source: src/physics/arcade/StaticBody.js#L418
Since: 3.0.0


velocity

velocity: Phaser.Math.Vector2

Description:

A constant zero velocity used by the Arcade Physics simulation for calculations.

Source: src/physics/arcade/StaticBody.js#L223
Since: 3.0.0


wasTouching

wasTouching: Phaser.Types.Physics.Arcade.ArcadeBodyCollision

Description:

This property is kept for compatibility with Dynamic Bodies. Avoid using it. The values are always false for a Static Body.

Source: src/physics/arcade/StaticBody.js#L428
Since: 3.0.0


width

width: number

Description:

The width of the Static Body's boundary, in pixels. If the Static Body is circular, this is also the Static Body's diameter.

Source: src/physics/arcade/StaticBody.js#L173
Since: 3.0.0


world

world: Phaser.Physics.Arcade.World

Description:

The Arcade Physics simulation this Static Body belongs to.

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


x

x: number

Description:

The x coordinate of the StaticBody.

Source: src/physics/arcade/StaticBody.js#L963
Since: 3.0.0


y

y: number

Description:

The y coordinate of the StaticBody.

Source: src/physics/arcade/StaticBody.js#L988
Since: 3.0.0


Private Members

_dx

_dx: number

Description:

The calculated change in the Static Body's horizontal position during the current step. For a static body this is always zero.

Access: private

Source: src/physics/arcade/StaticBody.js#L483
Since: 3.10.0


_dy

_dy: number

Description:

The calculated change in the Static Body's vertical position during the current step. For a static body this is always zero.

Access: private

Source: src/physics/arcade/StaticBody.js#L495
Since: 3.10.0


Public Methods

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.StaticBody - This Game Object.

Inherits: Phaser.Physics.Arcade.Components.Collision#addCollidesWith

Source: src/physics/arcade/components/Collision.js#L60
Since: 3.70.0


deltaAbsX

<instance> deltaAbsX()

Description:

The absolute (non-negative) change in this StaticBody's horizontal position from the previous step. Always zero.

Returns: number - Always zero for a Static Body.

Source: src/physics/arcade/StaticBody.js#L818
Since: 3.0.0


deltaAbsY

<instance> deltaAbsY()

Description:

The absolute (non-negative) change in this StaticBody's vertical position from the previous step. Always zero.

Returns: number - Always zero for a Static Body.

Source: src/physics/arcade/StaticBody.js#L831
Since: 3.0.0


deltaX

<instance> deltaX()

Description:

The change in this StaticBody's horizontal position from the previous step. Always zero.

Returns: number - The change in this StaticBody's velocity from the previous step. Always zero.

Source: src/physics/arcade/StaticBody.js#L844
Since: 3.0.0


deltaY

<instance> deltaY()

Description:

The change in this StaticBody's vertical position from the previous step. Always zero.

Returns: number - The change in this StaticBody's velocity from the previous step. Always zero.

Source: src/physics/arcade/StaticBody.js#L857
Since: 3.0.0


deltaZ

<instance> deltaZ()

Description:

The change in this StaticBody's rotation from the previous step. Always zero.

Returns: number - The change in this StaticBody's rotation from the previous step. Always zero.

Source: src/physics/arcade/StaticBody.js#L870
Since: 3.0.0


destroy

<instance> destroy()

Description:

Disables this Body and marks it for destruction during the next step.

Source: src/physics/arcade/StaticBody.js#L883
Since: 3.0.0


drawDebug

<instance> drawDebug(graphic)

Description:

Draws a graphical representation of the StaticBody for visual debugging purposes.

Parameters:

name

type

optional

description

graphic

Phaser.GameObjects.Graphics

No

The Graphics object to use for the debug drawing of the StaticBody.

Source: src/physics/arcade/StaticBody.js#L896
Since: 3.0.0


getBounds

<instance> getBounds(obj)

Description:

Returns the x and y coordinates of the top left and bottom right points of the StaticBody.

Parameters:

name

type

optional

description

obj

Phaser.Types.Physics.Arcade.ArcadeBodyBounds

No

The object which will hold the coordinates of the bounds.

Returns: Phaser.Types.Physics.Arcade.ArcadeBodyBounds - The same object that was passed with x, y, right and bottom values matching the respective values of the StaticBody.

Source: src/physics/arcade/StaticBody.js#L772
Since: 3.0.0


hitTest

<instance> hitTest(x, y)

Description:

Checks to see if a given x,y coordinate is colliding with this Static Body.

Parameters:

name

type

optional

description

x

number

No

The x coordinate to check against this body.

y

number

No

The y coordinate to check against this body.

Returns: boolean - true if the given coordinate lies within this body, otherwise false.

Source: src/physics/arcade/StaticBody.js#L792
Since: 3.0.0


postUpdate

<instance> postUpdate()

Description:

NOOP

Source: src/physics/arcade/StaticBody.js#L808
Since: 3.12.0


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.StaticBody - 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:

Resets this Static Body to its parent Game Object's position.

If x and y are given, the parent Game Object is placed there and this Static Body is centered on it. Otherwise this Static Body is centered on the Game Object's current position.

Parameters:

name

type

optional

description

x

number

Yes

The x coordinate to reset the body to. If not given will use the parent Game Object's coordinate.

y

number

Yes

The y coordinate to reset the body to. If not given will use the parent Game Object's coordinate.

Source: src/physics/arcade/StaticBody.js#L726
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.StaticBody - This Game Object.

Inherits: Phaser.Physics.Arcade.Components.Collision#resetCollisionCategory

Source: src/physics/arcade/components/Collision.js#L130
Since: 3.70.0


setCircle

<instance> setCircle(radius, [offsetX], [offsetY])

Description:

Sets this Static Body to have a circular body and sets its size and position.

Parameters:

name

type

optional

description

radius

number

No

The radius of the StaticBody, in pixels.

offsetX

number

Yes

The horizontal offset of the StaticBody from its Game Object, in pixels.

offsetY

number

Yes

The vertical offset of the StaticBody from its Game Object, in pixels.

Returns: Phaser.Physics.Arcade.StaticBody - This Static Body object.

Source: src/physics/arcade/StaticBody.js#L670
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.StaticBody - This Game Object.

Inherits: Phaser.Physics.Arcade.Components.Collision#setCollidesWith

Source: src/physics/arcade/components/Collision.js#L100
Since: 3.70.0


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.StaticBody - This Game Object.

Inherits: Phaser.Physics.Arcade.Components.Collision#setCollisionCategory

Source: src/physics/arcade/components/Collision.js#L17
Since: 3.70.0


setGameObject

<instance> setGameObject(gameObject, [update])

Description:

Changes the Game Object this Body is bound to. First it removes its reference from the old Game Object, then sets the new one. You can optionally update the position and dimensions of this Body to reflect that of the new Game Object.

Parameters:

name

type

optional

default

description

gameObject

Phaser.GameObjects.GameObject

No

The new Game Object that will own this Body.

update

boolean

Yes

true

Reposition and resize this Body to match the new Game Object?

Returns: Phaser.Physics.Arcade.StaticBody - This Static Body object.

Source: src/physics/arcade/StaticBody.js#L508
Since: 3.1.0


setMass

<instance> setMass(value)

Description:

Sets the Mass of the StaticBody. Will set the Mass to 0.1 if the value passed is less than or equal to zero.

Parameters:

name

type

optional

description

value

number

No

The value to set the Mass to. Values of zero or less are changed to 0.1.

Returns: Phaser.Physics.Arcade.StaticBody - This Static Body object.

Source: src/physics/arcade/StaticBody.js#L940
Since: 3.0.0


setOffset

<instance> setOffset(x, y)

Description:

Positions the Static Body at an offset from its Game Object.

Parameters:

name

type

optional

description

x

number

No

The horizontal offset of the Static Body from the Game Object's x.

y

number

No

The vertical offset of the Static Body from the Game Object's y.

Returns: Phaser.Physics.Arcade.StaticBody - This Static Body object.

Source: src/physics/arcade/StaticBody.js#L573
Since: 3.4.0


setSize

<instance> setSize([width], [height], [center])

Description:

Sets the size of the Static Body. When center is true, also repositions it. 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 Static 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 Static 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

Place the Static Body's center on its Game Object's center. Only works if the Game Object has the getCenter method.

Returns: Phaser.Physics.Arcade.StaticBody - This Static Body object.

Source: src/physics/arcade/StaticBody.js#L605
Since: 3.0.0


stop

<instance> stop()

Description:

NOOP function. A Static Body cannot be stopped.

Returns: Phaser.Physics.Arcade.StaticBody - This Static Body object.

Source: src/physics/arcade/StaticBody.js#L759
Since: 3.0.0


updateCenter

<instance> updateCenter()

Description:

Updates the StaticBody's center from its position and dimensions.

Source: src/physics/arcade/StaticBody.js#L715
Since: 3.0.0


updateFromGameObject

<instance> updateFromGameObject()

Description:

Syncs the Static Body's position and size with its parent Game Object.

Returns: Phaser.Physics.Arcade.StaticBody - This Static Body object.

Source: src/physics/arcade/StaticBody.js#L544
Since: 3.1.0


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:

Indicates whether the StaticBody is going to be showing a debug visualization during postUpdate.

Returns: boolean - Whether or not the StaticBody is going to show the debug visualization during postUpdate.

Source: src/physics/arcade/StaticBody.js#L927
Since: 3.0.0


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