Physics.Arcade.Events

Phaser.Physics.Arcade.Events

COLLIDE

Description: The Arcade Physics World Collide Event.

This event is dispatched by an Arcade Physics World instance if two bodies collide and at least one of them has their [onCollide]{@link Phaser.Physics.Arcade.Body#onCollide} property set to true.

It provides an alternative means to handling collide events rather than using the callback approach.

Listen to it from a Scene using: this.physics.world.on('collide', listener).

Please note that 'collide' and 'overlap' are two different things in Arcade Physics.

name

type

optional

description

gameObject1

Phaser.GameObjects.GameObject

No

The first Game Object involved in the collision. This is the parent of body1.

gameObject2

Phaser.GameObjects.GameObject

No

The second Game Object involved in the collision. This is the parent of body2.

body1

Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody

No

The first Physics Body involved in the collision.

body2

Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody

No

The second Physics Body involved in the collision.

Member of: Phaser.Physics.Arcade.Events

Source: src/physics/arcade/events/COLLIDE_EVENT.js#L7
Since: 3.0.0

OVERLAP

Description: The Arcade Physics World Overlap Event.

This event is dispatched by an Arcade Physics World instance if two bodies overlap and at least one of them has their [onOverlap]{@link Phaser.Physics.Arcade.Body#onOverlap} property set to true.

It provides an alternative means to handling overlap events rather than using the callback approach.

Listen to it from a Scene using: this.physics.world.on('overlap', listener).

Please note that 'collide' and 'overlap' are two different things in Arcade Physics.

name

type

optional

description

gameObject1

Phaser.GameObjects.GameObject

No

The first Game Object involved in the overlap. This is the parent of body1.

gameObject2

Phaser.GameObjects.GameObject

No

The second Game Object involved in the overlap. This is the parent of body2.

body1

Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody

No

The first Physics Body involved in the overlap.

body2

Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody

No

The second Physics Body involved in the overlap.

Member of: Phaser.Physics.Arcade.Events

Source: src/physics/arcade/events/OVERLAP_EVENT.js#L7
Since: 3.0.0

PAUSE

Description: The Arcade Physics World Pause Event.

This event is dispatched by an Arcade Physics World instance when it is paused.

Listen to it from a Scene using: this.physics.world.on('pause', listener).

Member of: Phaser.Physics.Arcade.Events

Source: src/physics/arcade/events/PAUSE_EVENT.js#L7
Since: 3.0.0

RESUME

Description: The Arcade Physics World Resume Event.

This event is dispatched by an Arcade Physics World instance when it resumes from a paused state.

Listen to it from a Scene using: this.physics.world.on('resume', listener).

Member of: Phaser.Physics.Arcade.Events

Source: src/physics/arcade/events/RESUME_EVENT.js#L7
Since: 3.0.0

TILE_COLLIDE

Description: The Arcade Physics Tile Collide Event.

This event is dispatched by an Arcade Physics World instance if a body collides with a Tile and has its [onCollide]{@link Phaser.Physics.Arcade.Body#onCollide} property set to true.

It provides an alternative means to handling collide events rather than using the callback approach.

Listen to it from a Scene using: this.physics.world.on('tilecollide', listener).

Please note that 'collide' and 'overlap' are two different things in Arcade Physics.

name

type

optional

description

gameObject

Phaser.GameObjects.GameObject

No

The Game Object involved in the collision. This is the parent of body.

tile

Phaser.Tilemaps.Tile

No

The tile the body collided with.

body

Phaser.Physics.Arcade.Body

No

The Arcade Physics Body of the Game Object involved in the collision.

Member of: Phaser.Physics.Arcade.Events

Source: src/physics/arcade/events/TILE_COLLIDE_EVENT.js#L7
Since: 3.16.1

TILE_OVERLAP

Description: The Arcade Physics Tile Overlap Event.

This event is dispatched by an Arcade Physics World instance if a body overlaps with a Tile and has its [onOverlap]{@link Phaser.Physics.Arcade.Body#onOverlap} property set to true.

It provides an alternative means to handling overlap events rather than using the callback approach.

Listen to it from a Scene using: this.physics.world.on('tileoverlap', listener).

Please note that 'collide' and 'overlap' are two different things in Arcade Physics.

name

type

optional

description

gameObject

Phaser.GameObjects.GameObject

No

The Game Object involved in the overlap. This is the parent of body.

tile

Phaser.Tilemaps.Tile

No

The tile the body overlapped.

body

Phaser.Physics.Arcade.Body

No

The Arcade Physics Body of the Game Object involved in the overlap.

Member of: Phaser.Physics.Arcade.Events

Source: src/physics/arcade/events/TILE_OVERLAP_EVENT.js#L7
Since: 3.16.1

WORLD_BOUNDS

Description: The Arcade Physics World Bounds Event.

This event is dispatched by an Arcade Physics World instance if a body makes contact with the world bounds and it has its [onWorldBounds]{@link Phaser.Physics.Arcade.Body#onWorldBounds} property set to true.

It provides an alternative means to handling collide events rather than using the callback approach.

Listen to it from a Scene using: this.physics.world.on('worldbounds', listener).

name

type

optional

description

body

Phaser.Physics.Arcade.Body

No

The Arcade Physics Body that hit the world bounds.

up

boolean

No

Is the Body blocked up? I.e. collided with the top of the world bounds.

down

boolean

No

Is the Body blocked down? I.e. collided with the bottom of the world bounds.

left

boolean

No

Is the Body blocked left? I.e. collided with the left of the world bounds.

right

boolean

No

Is the Body blocked right? I.e. collided with the right of the world bounds.

Member of: Phaser.Physics.Arcade.Events

Source: src/physics/arcade/events/WORLD_BOUNDS_EVENT.js#L7
Since: 3.0.0

WORLD_STEP

Description: The Arcade Physics World Step Event.

This event is dispatched by an Arcade Physics World instance whenever a physics step is run. It is emitted after the bodies and colliders have been updated.

In high framerate settings this can be multiple times per game frame.

Listen to it from a Scene using: this.physics.world.on('worldstep', listener).

name

type

optional

description

delta

number

No

The delta time amount of this step, in seconds.

Member of: Phaser.Physics.Arcade.Events

Source: src/physics/arcade/events/WORLD_STEP_EVENT.js#L7
Since: 3.18.0

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