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Version: Phaser v4.0.0

Phaser.Physics.Arcade.Components.Collision

Scope: static

Source: src/physics/arcade/components/Collision.js#L9
Since: 3.70.0

Static functions

addCollidesWith

<instance> addCollidesWith(category)

Description:

Adds the given Collision Category to the list of those that this Arcade Physics Body will collide with.

Parameters:

nametypeoptionaldescription
categorynumberNoThe collision category to add to this body's collision mask.

Returns: Phaser.Physics.Arcade.Components.Collision - This Game Object.

Source: src/physics/arcade/components/Collision.js#L65
Since: 3.70.0


removeCollidesWith

<instance> removeCollidesWith(category)

Description:

Removes the given Collision Category from the list of those that this Arcade Physics Body will collide with.

Parameters:

nametypeoptionaldescription
categorynumberNoThe collision category to remove from this body's collision mask.

Returns: Phaser.Physics.Arcade.Components.Collision - This Game Object.

Source: src/physics/arcade/components/Collision.js#L85
Since: 3.70.0


resetCollisionCategory

<instance> resetCollisionCategory()

Description:

Resets the Collision Category and Mask back to the defaults, which means the body will belong to category 1 and will collide with all other categories.

Returns: Phaser.Physics.Arcade.Components.Collision - This Game Object.

Source: src/physics/arcade/components/Collision.js#L135
Since: 3.70.0


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 addCollidesWith method.

If you wish to reset the collision category and mask, call the resetCollisionCategory method.

Parameters:

nametypeoptionaldescription
categoriesnumber | Array.<number>NoThe collision category to collide with, or an array of them.

Returns: Phaser.Physics.Arcade.Components.Collision - This Game Object.

Source: src/physics/arcade/components/Collision.js#L105
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:

nametypeoptionaldescription
categorynumberNoThe collision category to assign to this body. Typically a power of 2, such as 1, 2, 4, 8, and so on.

Returns: Phaser.Physics.Arcade.Components.Collision - This Game Object.

Source: src/physics/arcade/components/Collision.js#L22
Since: 3.70.0


willCollideWith

<instance> willCollideWith(category)

Description:

Checks to see if the given Collision Category will collide with this Arcade Physics object or not.

Parameters:

nametypeoptionaldescription
categorynumberNoCollision category value to test.

Returns: boolean - true if the given category will collide with this object, otherwise false.

Source: src/physics/arcade/components/Collision.js#L47
Since: 3.70.0