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Version: Phaser v4.0.0

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.

Static Bodies are ideal for platforms, walls, floors, and other immovable environmental elements. Unlike Dynamic Bodies, they have no velocity, acceleration, or gravity, and are not moved by collisions.

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

Constructor

new StaticBody(world, [gameObject])

Parameters

nametypeoptionaldescription
worldPhaser.Physics.Arcade.WorldNoThe Arcade Physics simulation this Static Body belongs to.
gameObjectPhaser.GameObjects.GameObjectYesThe 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#L237
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#L443
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#L1095
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#L258
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#L217
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 = true to disable collision checks.

Source: src/physics/arcade/StaticBody.js#L413
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#L401
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#L463
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#L476
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#L341
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#L351
Since: 3.0.0


debugBodyColor

debugBodyColor: number

Description:

The color of this Static Body on the debug display.

Source: src/physics/arcade/StaticBody.js#L116
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#L107
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#L391
Since: 3.0.0


enable

enable: boolean

Description:

Whether this Static Body is updated by the physics simulation.

Source: src/physics/arcade/StaticBody.js#L125
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#L86
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#L248
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#L207
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#L197
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#L187
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#L312
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#L97
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#L135
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#L1044
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#L302
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#L156
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#L282
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#L292
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#L270
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#L381
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#L361
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#L371
Since: 3.0.0


physicsType

physicsType: number

Description:

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

Source: src/physics/arcade/StaticBody.js#L453
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#L168
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 separate at all, see the setImmovable method.

By default, Static Bodies are not pushable.

Source: src/physics/arcade/StaticBody.js#L322
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#L145
Since: 3.0.0


right: number

Description:

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

Source: src/physics/arcade/StaticBody.js#L1061
Since: 3.0.0


top

top: number

Description:

The highest y coordinate of the area of the StaticBody.

Source: src/physics/arcade/StaticBody.js#L1078
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#L422
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#L227
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#L432
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#L177
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#L77
Since: 3.0.0


x

x: number

Description:

The x coordinate of the StaticBody.

Source: src/physics/arcade/StaticBody.js#L994
Since: 3.0.0


y

y: number

Description:

The y coordinate of the StaticBody.

Source: src/physics/arcade/StaticBody.js#L1019
Since: 3.0.0


Inherited Methods

From Phaser.Physics.Arcade.Components.Collision:


Public Methods

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#L849
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#L862
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 horizontal position since the last step, in pixels. Always zero for a Static Body.

Source: src/physics/arcade/StaticBody.js#L875
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 vertical position since the last step, in pixels. Always zero for a Static Body.

Source: src/physics/arcade/StaticBody.js#L888
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#L901
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#L914
Since: 3.0.0


drawDebug

<instance> drawDebug(graphic)

Description:

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

Parameters:

nametypeoptionaldescription
graphicPhaser.GameObjects.GraphicsNoThe Graphics object to use for the debug drawing of the StaticBody.

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

nametypeoptionaldescription
objPhaser.Types.Physics.Arcade.ArcadeBodyBoundsNoThe 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#L803
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:

nametypeoptionaldescription
xnumberNoThe x coordinate to check against this body.
ynumberNoThe 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#L823
Since: 3.0.0


postUpdate

<instance> postUpdate()

Description:

NOOP

Source: src/physics/arcade/StaticBody.js#L839
Since: 3.12.0


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:

nametypeoptionaldescription
xnumberYesThe x coordinate to reset the body to. If not given will use the parent Game Object's coordinate.
ynumberYesThe y coordinate to reset the body to. If not given will use the parent Game Object's coordinate.

Source: src/physics/arcade/StaticBody.js#L757
Since: 3.0.0


setCircle

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

Description:

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

Parameters:

nametypeoptionaldescription
radiusnumberNoThe radius of the StaticBody, in pixels.
offsetXnumberYesThe horizontal offset of the StaticBody from its Game Object, in pixels.
offsetYnumberYesThe 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#L701
Since: 3.0.0


setGameObject

<instance> setGameObject(gameObject, [update], [enable])

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.

This body will be resized to match the frame dimensions of the given Game Object, if it has a texture frame. You can optionally update the position and dimensions of this Body to reflect that of the new Game Object.

Parameters:

nametypeoptionaldefaultdescription
gameObjectPhaser.GameObjects.GameObjectNoThe Game Object to assign this Body to.
updatebooleanYestrueReposition and resize this Body to match the new Game Object?
enablebooleanYestrueAutomatically enable this Body for physics.

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

Source: src/physics/arcade/StaticBody.js#L512
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:

nametypeoptionaldescription
valuenumberNoThe 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#L971
Since: 3.0.0


setOffset

<instance> setOffset(x, y)

Description:

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

Parameters:

nametypeoptionaldescription
xnumberNoThe horizontal offset of the Static Body from the Game Object's x.
ynumberNoThe 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#L604
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:

nametypeoptionaldefaultdescription
widthnumberYesThe 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.
heightnumberYesThe 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.
centerbooleanYestruePlace 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#L636
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#L790
Since: 3.0.0


updateCenter

<instance> updateCenter()

Description:

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

Source: src/physics/arcade/StaticBody.js#L746
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#L575
Since: 3.1.0


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#L958
Since: 3.0.0