Factory

Phaser.Physics.Matter.Factory

The Matter Factory is responsible for quickly creating a variety of different types of bodies, constraints and Game Objects and adding them into the physics world.

You access the factory from within a Scene using add:

this.matter.add.rectangle(x, y, width, height);

Use of the Factory is optional. All of the objects it creates can also be created directly via your own code or constructors. It is provided as a means to keep your code concise.

Constructor

new Factory(world)

Parameters

name

type

optional

description

world

Phaser.Physics.Matter.World

No

The Matter World which this Factory adds to.


Scope: static

Source: src/physics/matter-js/Factory.js#L21
Since: 3.0.0

Public Members

scene

scene: Phaser.Scene

Description:

The Scene which this Factory's Matter World belongs to.

Source: src/physics/matter-js/Factory.js#L58
Since: 3.0.0


sys

sys: Phaser.Scenes.Systems

Description:

A reference to the Scene.Systems this Matter Physics instance belongs to.

Source: src/physics/matter-js/Factory.js#L67
Since: 3.0.0


world

world: Phaser.Physics.Matter.World

Description:

The Matter World which this Factory adds to.

Source: src/physics/matter-js/Factory.js#L49
Since: 3.0.0


Public Methods

car

<instance> car(x, y, width, height, wheelSize)

Description:

Creates a composite with simple car setup of bodies and constraints.

Parameters:

name

type

optional

description

x

number

No

The horizontal position of the car in the world.

y

number

No

The vertical position of the car in the world.

width

number

No

The width of the car chasis.

height

number

No

The height of the car chasis.

wheelSize

number

No

The radius of the car wheels.

Returns: MatterJS.CompositeType - A new composite car body.

Source: src/physics/matter-js/Factory.js#L534
Since: 3.0.0


chain

<instance> chain(composite, xOffsetA, yOffsetA, xOffsetB, yOffsetB, [options])

Description:

Chains all bodies in the given composite together using constraints.

Parameters:

name

type

optional

description

composite

MatterJS.CompositeType

No

The composite in which all bodies will be chained together sequentially.

xOffsetA

number

No

The horizontal offset of the BodyA constraint. This is a percentage based on the body size, not a world position.

yOffsetA

number

No

The vertical offset of the BodyA constraint. This is a percentage based on the body size, not a world position.

xOffsetB

number

No

The horizontal offset of the BodyB constraint. This is a percentage based on the body size, not a world position.

yOffsetB

number

No

The vertical offset of the BodyB constraint. This is a percentage based on the body size, not a world position.

options

Phaser.Types.Physics.Matter.MatterConstraintConfig

Yes

An optional Constraint configuration object that is used to set initial Constraint properties on creation.

Returns: MatterJS.CompositeType - The original composite that was passed to this method.

Source: src/physics/matter-js/Factory.js#L472
Since: 3.0.0


circle

<instance> circle(x, y, radius, [options], [maxSides])

Description:

Creates a new rigid circular Body and adds it to the World.

Parameters:

name

type

optional

description

x

number

No

The X coordinate of the center of the Body.

y

number

No

The Y coordinate of the center of the Body.

radius

number

No

The radius of the circle.

options

Phaser.Types.Physics.Matter.MatterBodyConfig

Yes

An optional Body configuration object that is used to set initial Body properties on creation.

maxSides

number

Yes

The maximum amount of sides to use for the polygon which will approximate this circle.

Returns: MatterJS.BodyType - A Matter JS Body.

Source: src/physics/matter-js/Factory.js#L124
Since: 3.0.0


constraint

<instance> constraint(bodyA, bodyB, [length], [stiffness], [options])

Description:

Constraints (or joints) are used for specifying that a fixed distance must be maintained between two bodies, or a body and a fixed world-space position.

The stiffness of constraints can be modified to create springs or elastic.

To simulate a revolute constraint (or pin joint) set length: 0 and a high stiffness value (e.g. 0.7 or above).

If the constraint is unstable, try lowering the stiffness value and / or increasing constraintIterations within the Matter Config.

For compound bodies, constraints must be applied to the parent body and not one of its parts.

Parameters:

name

type

optional

default

description

bodyA

MatterJS.BodyType

No

The first possible Body that this constraint is attached to.

bodyB

MatterJS.BodyType

No

The second possible Body that this constraint is attached to.

length

number

Yes

A Number that specifies the target resting length of the constraint. If not given it is calculated automatically in Constraint.create from initial positions of the constraint.bodyA and constraint.bodyB.

stiffness

number

Yes

1

A Number that specifies the stiffness of the constraint, i.e. the rate at which it returns to its resting constraint.length. A value of 1 means the constraint should be very stiff. A value of 0.2 means the constraint acts as a soft spring.

options

Phaser.Types.Physics.Matter.MatterConstraintConfig

Yes

An optional Constraint configuration object that is used to set initial Constraint properties on creation.

Returns: MatterJS.ConstraintType - A Matter JS Constraint.

Source: src/physics/matter-js/Factory.js#L649
Since: 3.0.0


destroy

<instance> destroy()

Description:

Destroys this Factory.

Source: src/physics/matter-js/Factory.js#L909
Since: 3.5.0


fromJSON

<instance> fromJSON(x, y, config, [options], [addToWorld])

Description:

Creates a body using the supplied physics data, as provided by a JSON file.

The data file should be loaded as JSON:

preload ()
{
  this.load.json('ninjas', 'assets/ninjas.json);
}

create ()
{
  const ninjaShapes = this.cache.json.get('ninjas');

  this.matter.add.fromJSON(400, 300, ninjaShapes.shinobi);
}

Do not pass the entire JSON file to this method, but instead pass one of the shapes contained within it.

If you pas in an options object, any settings in there will override those in the config object.

The structure of the JSON file is as follows:

{
  'generator_info': // The name of the application that created the JSON data
  'shapeName': {
    'type': // The type of body
    'label': // Optional body label
    'vertices': // An array, or an array of arrays, containing the vertex data in x/y object pairs
  }
}

At the time of writing, only the Phaser Physics Tracer App exports in this format.

Parameters:

name

type

optional

default

description

x

number

No

The X coordinate of the body.

y

number

No

The Y coordinate of the body.

config

any

No

The JSON physics data.

options

Phaser.Types.Physics.Matter.MatterBodyConfig

Yes

An optional Body configuration object that is used to set initial Body properties on creation.

addToWorld

boolean

Yes

true

Should the newly created body be immediately added to the World?

Returns: MatterJS.BodyType - A Matter JS Body.

Source: src/physics/matter-js/Factory.js#L311
Since: 3.22.0


fromPhysicsEditor

<instance> fromPhysicsEditor(x, y, config, [options], [addToWorld])

Description:

Creates a body using data exported from the application PhysicsEditor (https://www.codeandweb.com/physicseditor)

The PhysicsEditor file should be loaded as JSON:

preload ()
{
  this.load.json('vehicles', 'assets/vehicles.json);
}

create ()
{
  const vehicleShapes = this.cache.json.get('vehicles');
  this.matter.add.fromPhysicsEditor(400, 300, vehicleShapes.truck);
}

Do not pass the entire JSON file to this method, but instead pass one of the shapes contained within it.

If you pas in an options object, any settings in there will override those in the PhysicsEditor config object.

Parameters:

name

type

optional

default

description

x

number

No

The horizontal world location of the body.

y

number

No

The vertical world location of the body.

config

any

No

The JSON data exported from PhysicsEditor.

options

Phaser.Types.Physics.Matter.MatterBodyConfig

Yes

An optional Body configuration object that is used to set initial Body properties on creation.

addToWorld

boolean

Yes

true

Should the newly created body be immediately added to the World?

Returns: MatterJS.BodyType - A Matter JS Body.

Source: src/physics/matter-js/Factory.js#L201
Since: 3.22.0


fromSVG

<instance> fromSVG(x, y, xml, [scale], [options], [addToWorld])

Description:

Creates a body using the path data from an SVG file.

SVG Parsing requires the pathseg polyfill from https://github.com/progers/pathseg

The SVG file should be loaded as XML, as this method requires the ability to extract the path data from it. I.e.:

preload ()
{
  this.load.xml('face', 'assets/face.svg);
}

create ()
{
  this.matter.add.fromSVG(400, 300, this.cache.xml.get('face'));
}

Parameters:

name

type

optional

default

description

x

number

No

The X coordinate of the body.

y

number

No

The Y coordinate of the body.

xml

object

No

The SVG Path data.

scale

number

Yes

1

Scale the vertices by this amount after creation.

options

Phaser.Types.Physics.Matter.MatterBodyConfig

Yes

An optional Body configuration object that is used to set initial Body properties on creation.

addToWorld

boolean

Yes

true

Should the newly created body be immediately added to the World?

Returns: MatterJS.BodyType - A Matter JS Body.

Source: src/physics/matter-js/Factory.js#L248
Since: 3.22.0


fromVertices

<instance> fromVertices(x, y, vertexSets, [options], [flagInternal], [removeCollinear], [minimumArea])

Description:

Creates a body using the supplied vertices (or an array containing multiple sets of vertices) and adds it to the World. If the vertices are convex, they will pass through as supplied. Otherwise, if the vertices are concave, they will be decomposed. Note that this process is not guaranteed to support complex sets of vertices, e.g. ones with holes.

Parameters:

name

type

optional

default

description

x

number

No

The X coordinate of the center of the Body.

y

number

No

The Y coordinate of the center of the Body.

vertexSets

string | array

No

The vertices data. Either a path string or an array of vertices.

options

Phaser.Types.Physics.Matter.MatterBodyConfig

Yes

An optional Body configuration object that is used to set initial Body properties on creation.

flagInternal

boolean

Yes

false

Flag internal edges (coincident part edges)

removeCollinear

number

Yes

0.01

Whether Matter.js will discard collinear edges (to improve performance).

minimumArea

number

Yes

10

During decomposition discard parts that have an area less than this.

Returns: MatterJS.BodyType - A Matter JS Body.

Source: src/physics/matter-js/Factory.js#L170
Since: 3.0.0


gameObject

<instance> gameObject(gameObject, [options], [addToWorld])

Description:

Takes an existing Game Object and injects all of the Matter Components into it.

This enables you to use component methods such as setVelocity or isSensor directly from this Game Object.

You can also pass in either a Matter Body Configuration object, or a Matter Body instance to link with this Game Object.

Parameters:

name

type

optional

default

description

gameObject

Phaser.GameObjects.GameObject

No

The Game Object to inject the Matter Components in to.

options

Phaser.Types.Physics.Matter.MatterBodyConfig | MatterJS.Body

Yes

A Matter Body configuration object, or an instance of a Matter Body.

addToWorld

boolean

Yes

true

Add this Matter Body to the World?

Returns: Phaser.Physics.Matter.Image, Phaser.Physics.Matter.Sprite, Phaser.GameObjects.GameObject - The Game Object that had the Matter Components injected into it.

Source: src/physics/matter-js/Factory.js#L886
Since: 3.3.0


image

<instance> image(x, y, key, [frame], [options])

Description:

Creates a Matter Physics Image Game Object.

An Image is a light-weight Game Object useful for the display of static images in your game, such as logos, backgrounds, scenery or other non-animated elements. Images can have input events and physics bodies, or be tweened, tinted or scrolled. The main difference between an Image and a Sprite is that you cannot animate an Image as they do not have the Animation component.

Parameters:

name

type

optional

description

x

number

No

The horizontal position of this Game Object in the world.

y

number

No

The vertical position of this Game Object in the world.

key

string

No

The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.

frame

string | number

Yes

An optional frame from the Texture this Game Object is rendering with. Set to null to skip this value.

options

Phaser.Types.Physics.Matter.MatterBodyConfig

Yes

An optional Body configuration object that is used to set initial Body properties on creation.

Returns: Phaser.Physics.Matter.Image - The Matter Image Game Object.

Source: src/physics/matter-js/Factory.js#L801
Since: 3.0.0


imageStack

<instance> imageStack(key, frame, x, y, columns, rows, [columnGap], [rowGap], [options])

Description:

Create a new composite containing Matter Image objects created in a grid arrangement. This function uses the body bounds to prevent overlaps.

Parameters:

name

type

optional

default

description

key

string

No

The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.

frame

string | number

No

An optional frame from the Texture this Game Object is rendering with. Set to null to skip this value.

x

number

No

The horizontal position of this composite in the world.

y

number

No

The vertical position of this composite in the world.

columns

number

No

The number of columns in the grid.

rows

number

No

The number of rows in the grid.

columnGap

number

Yes

0

The distance between each column.

rowGap

number

Yes

0

The distance between each row.

options

Phaser.Types.Physics.Matter.MatterBodyConfig

Yes

An optional Body configuration object that is used to set initial Body properties on creation.

Returns: MatterJS.CompositeType - A Matter JS Composite Stack.

Source: src/physics/matter-js/Factory.js#L375
Since: 3.0.0


joint

<instance> joint(bodyA, bodyB, [length], [stiffness], [options])

Description:

This method is an alias for Factory.constraint.

Constraints (or joints) are used for specifying that a fixed distance must be maintained between two bodies, or a body and a fixed world-space position.

The stiffness of constraints can be modified to create springs or elastic.

To simulate a revolute constraint (or pin joint) set length: 0 and a high stiffness value (e.g. 0.7 or above).

If the constraint is unstable, try lowering the stiffness value and / or increasing constraintIterations within the Matter Config.

For compound bodies, constraints must be applied to the parent body and not one of its parts.

Parameters:

name

type

optional

default

description

bodyA

MatterJS.BodyType

No

The first possible Body that this constraint is attached to.

bodyB

MatterJS.BodyType

No

The second possible Body that this constraint is attached to.

length

number

Yes

A Number that specifies the target resting length of the constraint. If not given it is calculated automatically in Constraint.create from initial positions of the constraint.bodyA and constraint.bodyB.

stiffness

number

Yes

1

A Number that specifies the stiffness of the constraint, i.e. the rate at which it returns to its resting constraint.length. A value of 1 means the constraint should be very stiff. A value of 0.2 means the constraint acts as a soft spring.

options

Phaser.Types.Physics.Matter.MatterConstraintConfig

Yes

An optional Constraint configuration object that is used to set initial Constraint properties on creation.

Returns: MatterJS.ConstraintType - A Matter JS Constraint.

Source: src/physics/matter-js/Factory.js#L585
Since: 3.0.0


mesh

<instance> mesh(composite, columns, rows, crossBrace, [options])

Description:

Connects bodies in the composite with constraints in a grid pattern, with optional cross braces.

Parameters:

name

type

optional

description

composite

MatterJS.CompositeType

No

The composite in which all bodies will be chained together.

columns

number

No

The number of columns in the mesh.

rows

number

No

The number of rows in the mesh.

crossBrace

boolean

No

Create cross braces for the mesh as well?

options

Phaser.Types.Physics.Matter.MatterConstraintConfig

Yes

An optional Constraint configuration object that is used to set initial Constraint properties on creation.

Returns: MatterJS.CompositeType - The original composite that was passed to this method.

Source: src/physics/matter-js/Factory.js#L492
Since: 3.0.0


mouseSpring

<instance> mouseSpring([options])

Description:

This method is an alias for Factory.pointerConstraint.

A Pointer Constraint is a special type of constraint that allows you to click and drag bodies in a Matter World. It monitors the active Pointers in a Scene, and when one is pressed down it checks to see if that hit any part of any active body in the world. If it did, and the body has input enabled, it will begin to drag it until either released, or you stop it via the stopDrag method.

You can adjust the stiffness, length and other properties of the constraint via the options object on creation.

Parameters:

name

type

optional

description

options

Phaser.Types.Physics.Matter.MatterConstraintConfig

Yes

An optional Constraint configuration object that is used to set initial Constraint properties on creation.

Returns: MatterJS.ConstraintType - A Matter JS Constraint.

Source: src/physics/matter-js/Factory.js#L744
Since: 3.0.0


newtonsCradle

<instance> newtonsCradle(x, y, number, size, length)

Description:

Creates a composite with a Newton's Cradle setup of bodies and constraints.

Parameters:

name

type

optional

description

x

number

No

The horizontal position of the start of the cradle.

y

number

No

The vertical position of the start of the cradle.

number

number

No

The number of balls in the cradle.

size

number

No

The radius of each ball in the cradle.

length

number

No

The length of the 'string' the balls hang from.

Returns: MatterJS.CompositeType - A Newton's cradle composite.

Source: src/physics/matter-js/Factory.js#L511
Since: 3.0.0


pointerConstraint

<instance> pointerConstraint([options])

Description:

A Pointer Constraint is a special type of constraint that allows you to click and drag bodies in a Matter World. It monitors the active Pointers in a Scene, and when one is pressed down it checks to see if that hit any part of any active body in the world. If it did, and the body has input enabled, it will begin to drag it until either released, or you stop it via the stopDrag method.

You can adjust the stiffness, length and other properties of the constraint via the options object on creation.

Parameters:

name

type

optional

description

options

Phaser.Types.Physics.Matter.MatterConstraintConfig

Yes

An optional Constraint configuration object that is used to set initial Constraint properties on creation.

Returns: MatterJS.ConstraintType - A Matter JS Constraint.

Source: src/physics/matter-js/Factory.js#L768
Since: 3.0.0


polygon

<instance> polygon(x, y, sides, radius, [options])

Description:

Creates a new rigid polygonal Body and adds it to the World.

Parameters:

name

type

optional

description

x

number

No

The X coordinate of the center of the Body.

y

number

No

The Y coordinate of the center of the Body.

sides

number

No

The number of sides the polygon will have.

radius

number

No

The "radius" of the polygon, i.e. the distance from its center to any vertex. This is also the radius of its circumcircle.

options

Phaser.Types.Physics.Matter.MatterBodyConfig

Yes

An optional Body configuration object that is used to set initial Body properties on creation.

Returns: MatterJS.BodyType - A Matter JS Body.

Source: src/physics/matter-js/Factory.js#L147
Since: 3.0.0


pyramid

<instance> pyramid(x, y, columns, rows, columnGap, rowGap, callback)

Description:

Create a new composite containing bodies created in the callback in a pyramid arrangement. This function uses the body bounds to prevent overlaps.

Parameters:

name

type

optional

description

x

number

No

The horizontal position of this composite in the world.

y

number

No

The vertical position of this composite in the world.

columns

number

No

The number of columns in the pyramid.

rows

number

No

The number of rows in the pyramid.

columnGap

number

No

The distance between each column.

rowGap

number

No

The distance between each row.

callback

function

No

The callback function to be invoked.

Returns: MatterJS.CompositeType - A Matter JS Composite pyramid.

Source: src/physics/matter-js/Factory.js#L446
Since: 3.0.0


rectangle

<instance> rectangle(x, y, width, height, [options])

Description:

Creates a new rigid rectangular Body and adds it to the World.

Parameters:

name

type

optional

description

x

number

No

The X coordinate of the center of the Body.

y

number

No

The Y coordinate of the center of the Body.

width

number

No

The width of the Body.

height

number

No

The height of the Body.

options

Phaser.Types.Physics.Matter.MatterBodyConfig

Yes

An optional Body configuration object that is used to set initial Body properties on creation.

Returns: MatterJS.BodyType - A Matter JS Body.

Source: src/physics/matter-js/Factory.js#L77
Since: 3.0.0


softBody

<instance> softBody(x, y, columns, rows, columnGap, rowGap, crossBrace, particleRadius, [particleOptions], [constraintOptions])

Description:

Creates a simple soft body like object.

Parameters:

name

type

optional

description

x

number

No

The horizontal position of this composite in the world.

y

number

No

The vertical position of this composite in the world.

columns

number

No

The number of columns in the Composite.

rows

number

No

The number of rows in the Composite.

columnGap

number

No

The distance between each column.

rowGap

number

No

The distance between each row.

crossBrace

boolean

No

true to create cross braces between the bodies, or false to create just straight braces.

particleRadius

number

No

The radius of this circlular composite.

particleOptions

Phaser.Types.Physics.Matter.MatterBodyConfig

Yes

An optional Body configuration object that is used to set initial Body properties on creation.

constraintOptions

Phaser.Types.Physics.Matter.MatterConstraintConfig

Yes

An optional Constraint configuration object that is used to set initial Constraint properties on creation.

Returns: MatterJS.CompositeType - A new composite simple soft body.

Source: src/physics/matter-js/Factory.js#L557
Since: 3.0.0


spring

<instance> spring(bodyA, bodyB, [length], [stiffness], [options])

Description:

This method is an alias for Factory.constraint.

Constraints (or joints) are used for specifying that a fixed distance must be maintained between two bodies, or a body and a fixed world-space position.

The stiffness of constraints can be modified to create springs or elastic.

To simulate a revolute constraint (or pin joint) set length: 0 and a high stiffness value (e.g. 0.7 or above).

If the constraint is unstable, try lowering the stiffness value and / or increasing constraintIterations within the Matter Config.

For compound bodies, constraints must be applied to the parent body and not one of its parts.

Parameters:

name

type

optional

default

description

bodyA

MatterJS.BodyType

No

The first possible Body that this constraint is attached to.

bodyB

MatterJS.BodyType

No

The second possible Body that this constraint is attached to.

length

number

Yes

A Number that specifies the target resting length of the constraint. If not given it is calculated automatically in Constraint.create from initial positions of the constraint.bodyA and constraint.bodyB.

stiffness

number

Yes

1

A Number that specifies the stiffness of the constraint, i.e. the rate at which it returns to its resting constraint.length. A value of 1 means the constraint should be very stiff. A value of 0.2 means the constraint acts as a soft spring.

options

Phaser.Types.Physics.Matter.MatterConstraintConfig

Yes

An optional Constraint configuration object that is used to set initial Constraint properties on creation.

Returns: MatterJS.ConstraintType - A Matter JS Constraint.

Source: src/physics/matter-js/Factory.js#L617
Since: 3.0.0


sprite

<instance> sprite(x, y, key, [frame], [options])

Description:

Creates a Matter Physics Sprite Game Object.

A Sprite Game Object is used for the display of both static and animated images in your game. Sprites can have input events and physics bodies. They can also be tweened, tinted, scrolled and animated.

The main difference between a Sprite and an Image Game Object is that you cannot animate Images. As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation Component. If you do not require animation then you can safely use Images to replace Sprites in all cases.

Parameters:

name

type

optional

description

x

number

No

The horizontal position of this Game Object in the world.

y

number

No

The vertical position of this Game Object in the world.

key

string

No

The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.

frame

string | number

Yes

An optional frame from the Texture this Game Object is rendering with. Set to null to skip this value.

options

Phaser.Types.Physics.Matter.MatterBodyConfig

Yes

An optional Body configuration object that is used to set initial Body properties on creation.

Returns: Phaser.Physics.Matter.Sprite - The Matter Sprite Game Object.

Source: src/physics/matter-js/Factory.js#L854
Since: 3.0.0


stack

<instance> stack(x, y, columns, rows, columnGap, rowGap, callback)

Description:

Create a new composite containing bodies created in the callback in a grid arrangement.

This function uses the body bounds to prevent overlaps.

Parameters:

name

type

optional

description

x

number

No

The horizontal position of this composite in the world.

y

number

No

The vertical position of this composite in the world.

columns

number

No

The number of columns in the grid.

rows

number

No

The number of rows in the grid.

columnGap

number

No

The distance between each column.

rowGap

number

No

The distance between each row.

callback

function

No

The callback that creates the stack.

Returns: MatterJS.CompositeType - A new composite containing objects created in the callback.

Source: src/physics/matter-js/Factory.js#L419
Since: 3.0.0


tileBody

<instance> tileBody(tile, [options])

Description:

Creates a wrapper around a Tile that provides access to a corresponding Matter body. A tile can only have one Matter body associated with it. You can either pass in an existing Matter body for the tile or allow the constructor to create the corresponding body for you. If the Tile has a collision group (defined in Tiled), those shapes will be used to create the body. If not, the tile's rectangle bounding box will be used.

The corresponding body will be accessible on the Tile itself via Tile.physics.matterBody.

Note: not all Tiled collision shapes are supported. See Phaser.Physics.Matter.TileBody#setFromTileCollision for more information.

Parameters:

name

type

optional

description

tile

Phaser.Tilemaps.Tile

No

The target tile that should have a Matter body.

options

Phaser.Types.Physics.Matter.MatterTileOptions

Yes

Options to be used when creating the Matter body.

Returns: Phaser.Physics.Matter.TileBody - The Matter Tile Body Game Object.

Source: src/physics/matter-js/Factory.js#L829
Since: 3.0.0


trapezoid

<instance> trapezoid(x, y, width, height, slope, [options])

Description:

Creates a new rigid trapezoidal Body and adds it to the World.

Parameters:

name

type

optional

description

x

number

No

The X coordinate of the center of the Body.

y

number

No

The Y coordinate of the center of the Body.

width

number

No

The width of the trapezoid Body.

height

number

No

The height of the trapezoid Body.

slope

number

No

The slope of the trapezoid. 0 creates a rectangle, while 1 creates a triangle. Positive values make the top side shorter, while negative values make the bottom side shorter.

options

Phaser.Types.Physics.Matter.MatterBodyConfig

Yes

An optional Body configuration object that is used to set initial Body properties on creation.

Returns: MatterJS.BodyType - A Matter JS Body.

Source: src/physics/matter-js/Factory.js#L100
Since: 3.0.0


worldConstraint

<instance> worldConstraint(body, [length], [stiffness], [options])

Description:

Constraints (or joints) are used for specifying that a fixed distance must be maintained between two bodies, or a body and a fixed world-space position.

A world constraint has only one body, you should specify a pointA position in the constraint options parameter to attach the constraint to the world.

The stiffness of constraints can be modified to create springs or elastic.

To simulate a revolute constraint (or pin joint) set length: 0 and a high stiffness value (e.g. 0.7 or above).

If the constraint is unstable, try lowering the stiffness value and / or increasing constraintIterations within the Matter Config.

For compound bodies, constraints must be applied to the parent body and not one of its parts.

Parameters:

name

type

optional

default

description

body

MatterJS.BodyType

No

The Matter Body that this constraint is attached to.

length

number

Yes

A number that specifies the target resting length of the constraint. If not given it is calculated automatically in Constraint.create from initial positions of the constraint.bodyA and constraint.bodyB.

stiffness

number

Yes

1

A Number that specifies the stiffness of the constraint, i.e. the rate at which it returns to its resting constraint.length. A value of 1 means the constraint should be very stiff. A value of 0.2 means the constraint acts as a soft spring.

options

Phaser.Types.Physics.Matter.MatterConstraintConfig

Yes

An optional Constraint configuration object that is used to set initial Constraint properties on creation.

Returns: MatterJS.ConstraintType - A Matter JS Constraint.

Source: src/physics/matter-js/Factory.js#L696
Since: 3.0.0


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