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 | No | The Arcade Physics simulation this Static Body belongs to. | |
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/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
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 | 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 | 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 | 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 |
y | number | No | The vertical offset of the Static Body from the Game Object's |
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 |
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