Types.Physics.Matter

Phaser.Types.Physics.Matter

MatterBody

<static> MatterBody

Type: MatterJS.BodyType | Phaser.GameObjects.GameObject | Phaser.Physics.Matter.Image | Phaser.Physics.Matter.Sprite | Phaser.Physics.Matter.TileBody

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterBody.js#L1
Since: 3.22.0


MatterBodyConfig

<static> MatterBodyConfig

name

type

optional

default

description

label

string

Yes

"'Body'"

An arbitrary string-based name to help identify this body.

shape

string | Phaser.Types.Physics.Matter.MatterSetBodyConfig

Yes

null

Set this Game Object to create and use a new Body based on the configuration object given.

parts

Array.<MatterJS.BodyType>

Yes

An array of bodies that make up this body. The first body in the array must always be a self reference to the current body instance. All bodies in the parts array together form a single rigid compound body.

plugin

any

Yes

An object reserved for storing plugin-specific properties.

wrapBounds

any

Yes

An object for storing wrap boundaries.

angle

number

Yes

0

A number specifying the angle of the body, in radians.

vertices

Array.<Phaser.Types.Math.Vector2Like>

Yes

null

An array of Vector objects that specify the convex hull of the rigid body. These should be provided about the origin (0, 0).

position

Phaser.Types.Math.Vector2Like

Yes

A Vector that specifies the current world-space position of the body.

force

Phaser.Types.Math.Vector2Like

Yes

A Vector that specifies the force to apply in the current step. It is zeroed after every Body.update. See also Body.applyForce.

torque

number

Yes

0

A Number that specifies the torque (turning force) to apply in the current step. It is zeroed after every Body.update.

isSensor

boolean

Yes

false

A flag that indicates whether a body is a sensor. Sensor triggers collision events, but doesn't react with colliding body physically.

isStatic

boolean

Yes

false

A flag that indicates whether a body is considered static. A static body can never change position or angle and is completely fixed.

sleepThreshold

number

Yes

60

A Number that defines the number of updates in which this body must have near-zero velocity before it is set as sleeping by the Matter.Sleeping module (if sleeping is enabled by the engine).

density

number

Yes

0.001

A Number that defines the density of the body, that is its mass per unit area. If you pass the density via Body.create the mass property is automatically calculated for you based on the size (area) of the object. This is generally preferable to simply setting mass and allows for more intuitive definition of materials (e.g. rock has a higher density than wood).

restitution

number

Yes

0

A Number that defines the restitution (elasticity) of the body. The value is always positive and is in the range (0, 1).

friction

number

Yes

0.1

A Number that defines the friction of the body. The value is always positive and is in the range (0, 1). A value of 0 means that the body may slide indefinitely. A value of 1 means the body may come to a stop almost instantly after a force is applied.

frictionStatic

number

Yes

0.5

A Number that defines the static friction of the body (in the Coulomb friction model). A value of 0 means the body will never 'stick' when it is nearly stationary and only dynamic friction is used. The higher the value (e.g. 10), the more force it will take to initially get the body moving when nearly stationary. This value is multiplied with the friction property to make it easier to change friction and maintain an appropriate amount of static friction.

frictionAir

number

Yes

0.01

A Number that defines the air friction of the body (air resistance). A value of 0 means the body will never slow as it moves through space. The higher the value, the faster a body slows when moving through space.

collisionFilter

Phaser.Types.Physics.Matter.MatterCollisionFilter

Yes

An Object that specifies the collision filtering properties of this body.

slop

number

Yes

0.05

A Number that specifies a tolerance on how far a body is allowed to 'sink' or rotate into other bodies. Avoid changing this value unless you understand the purpose of slop in physics engines. The default should generally suffice, although very large bodies may require larger values for stable stacking.

timeScale

number

Yes

1

A Number that allows per-body time scaling, e.g. a force-field where bodies inside are in slow-motion, while others are at full speed.

chamfer

number | Array.<number>

Phaser.Types.Physics.Matter.MatterChamferConfig

Yes

null

circleRadius

number

Yes

0

The radius of this body if a circle.

mass

number

Yes

0

A Number that defines the mass of the body, although it may be more appropriate to specify the density property instead. If you modify this value, you must also modify the body.inverseMass property (1 / mass).

inverseMass

number

Yes

0

A Number that defines the inverse mass of the body (1 / mass). If you modify this value, you must also modify the body.mass property.

scale

Phaser.Types.Math.Vector2Like

Yes

A Vector that specifies the initial scale of the body.

gravityScale

Phaser.Types.Math.Vector2Like

Yes

A Vector that scales the influence of World gravity when applied to this body.

ignoreGravity

boolean

Yes

false

A boolean that toggles if this body should ignore world gravity or not.

ignorePointer

boolean

Yes

false

A boolean that toggles if this body should ignore pointer / mouse constraints or not.

render

Phaser.Types.Physics.Matter.MatterBodyRenderConfig

Yes

The Debug Render configuration object for this body.

onCollideCallback

function

Yes

A callback that is invoked when this Body starts colliding with any other Body. You can register callbacks by providing a function of type ( pair: Matter.Pair) => void.

onCollideEndCallback

function

Yes

A callback that is invoked when this Body stops colliding with any other Body. You can register callbacks by providing a function of type ( pair: Matter.Pair) => void.

onCollideActiveCallback

function

Yes

A callback that is invoked for the duration that this Body is colliding with any other Body. You can register callbacks by providing a function of type ( pair: Matter.Pair) => void.

onCollideWith

any

Yes

A collision callback dictionary used by the Body.setOnCollideWith function.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterBodyConfig.js#L1
Since: 3.22.0


MatterBodyRenderConfig

<static> MatterBodyRenderConfig

name

type

optional

default

description

visible

boolean

Yes

true

Should this body be rendered by the Debug Renderer?

opacity

number

Yes

1

The opacity of the body and all parts within it.

fillColor

number

Yes

The color value of the fill when rendering this body.

fillOpacity

number

Yes

The opacity of the fill when rendering this body, a value between 0 and 1.

lineColor

number

Yes

The color value of the line stroke when rendering this body.

lineOpacity

number

Yes

The opacity of the line when rendering this body, a value between 0 and 1.

lineThickness

number

Yes

If rendering lines, the thickness of the line.

sprite

object

Yes

Controls the offset between the body and the parent Game Object, if it has one.

sprite.xOffset

number

Yes

0

The horizontal offset between the body and the parent Game Object texture, if it has one.

sprite.yOffset

number

Yes

0

The vertical offset between the body and the parent Game Object texture, if it has one.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterBodyRenderConfig.js#L1
Since: 3.22.0


MatterBodyTileOptions

<static> MatterBodyTileOptions

name

type

optional

default

description

isStatic

boolean

Yes

true

Whether or not the newly created body should be made static. This defaults to true since typically tiles should not be moved.

addToWorld

boolean

Yes

true

Whether or not to add the newly created body (or existing body if options.body is used) to the Matter world.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterBodyTileOptions.js#L1
Since: 3.0.0


MatterChamferConfig

<static> MatterChamferConfig

name

type

optional

default

description

radius

number | Array.<number>

Yes

8

A single number, or an array, to specify the radius for each vertex.

quality

number

Yes

-1

The quality of the chamfering. -1 means 'auto'.

qualityMin

number

Yes

2

The minimum quality of the chamfering. The higher this value, the more vertices are created.

qualityMax

number

Yes

14

The maximum quality of the chamfering. The higher this value, the more vertices are created.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterChamferConfig.js#L1
Since: 3.22.0


MatterCollisionData

<static> MatterCollisionData

name

type

optional

description

collided

boolean

No

Have the pair collided or not?

bodyA

MatterJS.BodyType

No

A reference to the first body involved in the collision.

bodyB

MatterJS.BodyType

No

A reference to the second body involved in the collision.

axisBody

MatterJS.BodyType

No

A reference to the dominant axis body.

axisNumber

number

No

The index of the dominant collision axis vector (edge normal)

depth

number

No

The depth of the collision on the minimum overlap.

parentA

MatterJS.BodyType

No

A reference to the parent of Body A, or to Body A itself if it has no parent.

parentB

MatterJS.BodyType

No

A reference to the parent of Body B, or to Body B itself if it has no parent.

normal

MatterJS.Vector

No

The collision normal, facing away from Body A.

tangent

MatterJS.Vector

No

The tangent of the collision normal.

penetration

MatterJS.Vector

No

The penetration distances between the two bodies.

supports

Array.<MatterJS.Vector>

No

An array of support points, either exactly one or two points.

inverseMass

number

No

The resulting inverse mass from the collision.

friction

number

No

The resulting friction from the collision.

frictionStatic

number

No

The resulting static friction from the collision.

restitution

number

No

The resulting restitution from the collision.

slop

number

No

The resulting slop from the collision.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterCollisionData.js#L1
Since: 3.22.0


MatterCollisionFilter

<static> MatterCollisionFilter

An Object that specifies the collision filtering properties of this body.

Collisions between two bodies will obey the following rules:

  • If the two bodies have the same non-zero value of collisionFilter.group, they will always collide if the value is positive, and they will never collide if the value is negative.
  • If the two bodies have different values of collisionFilter.group or if one (or both) of the bodies has a value of 0, then the category/mask rules apply as follows:

Each body belongs to a collision category, given by collisionFilter.category. This value is used as a bit field and the category should have only one bit set, meaning that the value of this property is a power of two in the range [1, 2^31]. Thus, there are 32 different collision categories available.

Each body also defines a collision bitmask, given by collisionFilter.mask which specifies the categories it collides with (the value is the bitwise AND value of all these categories).

Using the category/mask rules, two bodies A and B collide if each includes the other's category in its mask, i.e. (categoryA & maskB) !== 0 and (categoryB & maskA) !== 0 are both true.

name

type

optional

default

description

category

number

Yes

"0x0001"

A bit field that specifies the collision category this body belongs to. The category value should have only one bit set, for example 0x0001. This means there are up to 32 unique collision categories available.

mask

number

Yes

"0xFFFFFFFF"

A bit mask that specifies the collision categories this body may collide with.

group

number

Yes

0

An Integer Number, that specifies the collision group this body belongs to.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterCollisionFilter.js#L1
Since: 3.22.0


MatterCollisionPair

<static> MatterCollisionPair

name

type

optional

description

id

string

No

The unique auto-generated collision pair id. A combination of the body A and B IDs.

bodyA

MatterJS.BodyType

No

A reference to the first body involved in the collision.

bodyB

MatterJS.BodyType

No

A reference to the second body involved in the collision.

contacts

Array.<MatterJS.Vector>

No

An array containing all of the active contacts between bodies A and B.

separation

number

No

The amount of separation that occurred between bodies A and B.

isActive

boolean

No

Is the collision still active or not?

confirmedActive

boolean

No

Has Matter determined the collision are being active yet?

isSensor

boolean

No

Is either body A or B a sensor?

timeCreated

number

No

The timestamp when the collision pair was created.

timeUpdated

number

No

The timestamp when the collision pair was most recently updated.

collision

Phaser.Types.Physics.Matter.MatterCollisionData

No

The collision data object.

inverseMass

number

No

The resulting inverse mass from the collision.

friction

number

No

The resulting friction from the collision.

frictionStatic

number

No

The resulting static friction from the collision.

restitution

number

No

The resulting restitution from the collision.

slop

number

No

The resulting slop from the collision.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterCollisionPair.js#L1
Since: 3.22.0


MatterConstraintConfig

<static> MatterConstraintConfig

name

type

optional

default

description

label

string

Yes

"'Constraint'"

An arbitrary string-based name to help identify this constraint.

bodyA

MatterJS.BodyType

Yes

The first possible Body that this constraint is attached to.

bodyB

MatterJS.BodyType

Yes

The second possible Body that this constraint is attached to.

pointA

Phaser.Types.Math.Vector2Like

Yes

A Vector that specifies the offset of the constraint from center of the constraint.bodyA if defined, otherwise a world-space position.

pointB

Phaser.Types.Math.Vector2Like

Yes

A Vector that specifies the offset of the constraint from center of the constraint.bodyB if defined, otherwise a world-space position.

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 like a soft spring.

angularStiffness

number

Yes

0

A Number that specifies the angular stiffness of the constraint.

angleA

number

Yes

0

The angleA of the constraint. If bodyA is set, the angle of bodyA is used instead.

angleB

number

Yes

0

The angleB of the constraint. If bodyB is set, the angle of bodyB is used instead.

damping

number

Yes

0

A Number that specifies the damping of the constraint, i.e. the amount of resistance applied to each body based on their velocities to limit the amount of oscillation. Damping will only be apparent when the constraint also has a very low stiffness. A value of 0.1 means the constraint will apply heavy damping, resulting in little to no oscillation. A value of 0 means the constraint will apply no damping.

length

number

Yes

A Number that specifies the target resting length of the constraint. It is calculated automatically in Constraint.create from initial positions of the constraint.bodyA and constraint.bodyB.

plugin

any

Yes

An object reserved for storing plugin-specific properties.

render

Phaser.Types.Physics.Matter.MatterConstraintRenderConfig

Yes

The Debug Render configuration object for this constraint.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterConstraintConfig.js#L1
Since: 3.22.0


MatterConstraintRenderConfig

<static> MatterConstraintRenderConfig

name

type

optional

default

description

visible

boolean

Yes

true

Should this constraint be rendered by the Debug Renderer?

anchors

boolean

Yes

true

If this constraint has anchors, should they be rendered? Pin constraints never have anchors.

lineColor

number

Yes

The color value of the line stroke when rendering this constraint.

lineOpacity

number

Yes

The opacity of the line when rendering this constraint, a value between 0 and 1.

lineThickness

number

Yes

If rendering lines, the thickness of the line.

pinSize

number

Yes

4

The size of the circles drawn when rendering pin constraints.

anchorSize

number

Yes

4

The size of the circles drawn as the constraint anchors.

anchorColor

number

Yes

"0xefefef"

The color value of constraint anchors.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterConstraintRenderConfig.js#L1
Since: 3.22.0


MatterDebugConfig

<static> MatterDebugConfig

name

type

optional

default

description

showAxes

boolean

Yes

false

Render all of the body axes?

showAngleIndicator

boolean

Yes

false

Render just a single body axis?

angleColor

number

Yes

"0xe81153"

The color of the body angle / axes lines.

showBroadphase

boolean

Yes

false

Render the broadphase grid?

broadphaseColor

number

Yes

"0xffb400"

The color of the broadphase grid.

showBounds

boolean

Yes

false

Render the bounds of the bodies in the world?

boundsColor

number

Yes

"0xffffff"

The color of the body bounds.

showVelocity

boolean

Yes

false

Render the velocity of the bodies in the world?

velocityColor

number

Yes

"0x00aeef"

The color of the body velocity line.

showCollisions

boolean

Yes

false

Render the collision points and normals for colliding pairs.

collisionColor

number

Yes

"0xf5950c"

The color of the collision points.

showSeparation

boolean

Yes

false

Render lines showing the separation between bodies.

separationColor

number

Yes

"0xffa500"

The color of the body separation line.

showBody

boolean

Yes

true

Render the dynamic bodies in the world to the Graphics object?

showStaticBody

boolean

Yes

true

Render the static bodies in the world to the Graphics object?

showInternalEdges

boolean

Yes

false

When rendering bodies, render the internal edges as well?

renderFill

boolean

Yes

false

Render the bodies using a fill color.

renderLine

boolean

Yes

true

Render the bodies using a line stroke.

fillColor

number

Yes

"0x106909"

The color value of the fill when rendering dynamic bodies.

fillOpacity

number

Yes

1

The opacity of the fill when rendering dynamic bodies, a value between 0 and 1.

lineColor

number

Yes

"0x28de19"

The color value of the line stroke when rendering dynamic bodies.

lineOpacity

number

Yes

1

The opacity of the line when rendering dynamic bodies, a value between 0 and 1.

lineThickness

number

Yes

1

If rendering lines, the thickness of the line.

staticFillColor

number

Yes

"0x0d177b"

The color value of the fill when rendering static bodies.

staticLineColor

number

Yes

"0x1327e4"

The color value of the line stroke when rendering static bodies.

showSleeping

boolean

Yes

false

Render any sleeping bodies (dynamic or static) in the world to the Graphics object?

staticBodySleepOpacity

number

Yes

0.7

The amount to multiply the opacity of sleeping static bodies by.

sleepFillColor

number

Yes

"0x464646"

The color value of the fill when rendering sleeping dynamic bodies.

sleepLineColor

number

Yes

"0x999a99"

The color value of the line stroke when rendering sleeping dynamic bodies.

showSensors

boolean

Yes

true

Render bodies or body parts that are flagged as being a sensor?

sensorFillColor

number

Yes

"0x0d177b"

The fill color when rendering body sensors.

sensorLineColor

number

Yes

"0x1327e4"

The line color when rendering body sensors.

showPositions

boolean

Yes

true

Render the position of non-static bodies?

positionSize

number

Yes

4

The size of the rectangle drawn when rendering the body position.

positionColor

number

Yes

"0xe042da"

The color value of the rectangle drawn when rendering the body position.

showJoint

boolean

Yes

true

Render all world constraints to the Graphics object?

jointColor

number

Yes

"0xe0e042"

The color value of joints when showJoint is set.

jointLineOpacity

number

Yes

1

The line opacity when rendering joints, a value between 0 and 1.

jointLineThickness

number

Yes

2

The line thickness when rendering joints.

pinSize

number

Yes

4

The size of the circles drawn when rendering pin constraints.

pinColor

number

Yes

"0x42e0e0"

The color value of the circles drawn when rendering pin constraints.

springColor

number

Yes

"0xe042e0"

The color value of spring constraints.

anchorColor

number

Yes

"0xefefef"

The color value of constraint anchors.

anchorSize

number

Yes

4

The size of the circles drawn as the constraint anchors.

showConvexHulls

boolean

Yes

false

When rendering polygon bodies, render the convex hull as well?

hullColor

number

Yes

"0xd703d0"

The color value of hulls when showConvexHulls is set.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterDebugConfig.js#L1
Since: 3.22.0


MatterRunnerConfig

<static> MatterRunnerConfig

name

type

optional

default

description

isFixed

boolean

Yes

false

A boolean that specifies if the runner should use a fixed timestep (otherwise it is variable). If timing is fixed, then the apparent simulation speed will change depending on the frame rate (but behaviour will be deterministic). If the timing is variable, then the apparent simulation speed will be constant (approximately, but at the cost of determininism).

fps

number

Yes

60

A number that specifies the frame rate in seconds. If you don't specify this, but do specify delta, those values set the fps rate.

correction

number

Yes

1

A number that specifies the time correction factor to apply to the update. This can help improve the accuracy of the simulation in cases where delta is changing between updates.

deltaSampleSize

number

Yes

60

The size of the delta smoothing array when isFixed is false.

delta

number

Yes

16.666

A number that specifies the time step between updates in milliseconds. If you set the fps property, this value is set based on that. If isFixed is set to true, then delta is fixed. If it is false, then delta can dynamically change to maintain the correct apparent simulation speed.

deltaMin

number

Yes

16.666

A number that specifies the minimum time step between updates in milliseconds.

deltaMax

number

Yes

33.333

A number that specifies the maximum time step between updates in milliseconds.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterRunnerConfig.js#L1
Since: 3.22.0


MatterSetBodyConfig

<static> MatterSetBodyConfig

name

type

optional

default

description

type

string

Yes

"'rectangle'"

The shape type. Either rectangle, circle, trapezoid, polygon, fromVertices, fromVerts or fromPhysicsEditor.

x

number

Yes

The horizontal world position to place the body at.

y

number

Yes

The vertical world position to place the body at.

width

number

Yes

The width of the body.

height

number

Yes

The height of the body.

radius

number

Yes

The radius of the body. Used by circle and polygon shapes.

maxSides

number

Yes

25

The max sizes of the body. Used by the circle shape.

slope

number

Yes

0.5

Used by the trapezoid shape. 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.

sides

number

Yes

5

Used by the polygon shape. The number of sides the polygon will have.

verts

string | array

Yes

Used by the fromVerts shape. The vertices data. Either a path string or an array of vertices.

flagInternal

boolean

Yes

false

Used by the fromVerts shape. Flag internal edges (coincident part edges)

removeCollinear

number

Yes

0.01

Used by the fromVerts shape. Whether Matter.js will discard collinear edges (to improve performance).

minimumArea

number

Yes

10

Used by the fromVerts shape. During decomposition discard parts that have an area less than this.

addToWorld

boolean

Yes

true

Should the new body be automatically added to the world?

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterSetBodyConfig.js#L1
Since: 3.22.0


MatterTileOptions

<static> MatterTileOptions

name

type

optional

default

description

body

MatterJS.BodyType

Yes

null

An existing Matter body to be used instead of creating a new one.

isStatic

boolean

Yes

true

Whether or not the newly created body should be made static. This defaults to true since typically tiles should not be moved.

addToWorld

boolean

Yes

true

Whether or not to add the newly created body (or existing body if options.body is used) to the Matter world.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterTileOptions.js#L1
Since: 3.0.0


MatterWalls

<static> MatterWalls

name

type

optional

default

description

left

MatterJS.BodyType

Yes

null

The left wall for the Matter World.

right

MatterJS.BodyType

Yes

null

The right wall for the Matter World.

top

MatterJS.BodyType

Yes

null

The top wall for the Matter World.

bottom

MatterJS.BodyType

Yes

null

The bottom wall for the Matter World.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterWalls.js#L1
Since: 3.0.0


MatterWorldConfig

<static> MatterWorldConfig

name

type

optional

default

description

gravity

Phaser.Types.Math.Vector2Like

Yes

Sets {@link Phaser.Physics.Matter.World#gravity}.

setBounds

object | boolean

Yes

Should the world have bounds enabled by default?

setBounds.x

number

Yes

0

The x coordinate of the world bounds.

setBounds.y

number

Yes

0

The y coordinate of the world bounds.

setBounds.width

number

Yes

The width of the world bounds.

setBounds.height

number

Yes

The height of the world bounds.

setBounds.thickness

number

Yes

64

The thickness of the walls of the world bounds.

setBounds.left

boolean

Yes

true

Should the left-side world bounds wall be created?

setBounds.right

boolean

Yes

true

Should the right-side world bounds wall be created?

setBounds.top

boolean

Yes

true

Should the top world bounds wall be created?

setBounds.bottom

boolean

Yes

true

Should the bottom world bounds wall be created?

positionIterations

number

Yes

6

The number of position iterations to perform each update. The higher the value, the higher quality the simulation will be at the expense of performance.

velocityIterations

number

Yes

4

The number of velocity iterations to perform each update. The higher the value, the higher quality the simulation will be at the expense of performance.

constraintIterations

number

Yes

2

The number of constraint iterations to perform each update. The higher the value, the higher quality the simulation will be at the expense of performance.

enableSleeping

boolean

Yes

false

A flag that specifies whether the engine should allow sleeping via the Matter.Sleeping module. Sleeping can improve stability and performance, but often at the expense of accuracy.

timing.timestamp

number

Yes

0

A Number that specifies the current simulation-time in milliseconds starting from 0. It is incremented on every Engine.update by the given delta argument.

timing.timeScale

number

Yes

1

A Number that specifies the global scaling factor of time for all bodies. A value of 0 freezes the simulation. A value of 0.1 gives a slow-motion effect. A value of 1.2 gives a speed-up effect.

enabled

boolean

Yes

true

Toggles if the world is enabled or not.

correction

number

Yes

1

An optional Number that specifies the time correction factor to apply to the update.

getDelta

function

Yes

This function is called every time the core game loop steps, which is bound to the Request Animation Frame frequency unless otherwise modified.

autoUpdate

boolean

Yes

true

Automatically call Engine.update every time the game steps.

restingThresh

number

Yes

4

Sets the Resolver resting threshold property.

restingThreshTangent

number

Yes

6

Sets the Resolver resting threshold tangent property.

positionDampen

number

Yes

0.9

Sets the Resolver position dampen property.

positionWarming

number

Yes

0.8

Sets the Resolver position warming property.

frictionNormalMultiplier

number

Yes

5

Sets the Resolver friction normal multiplier property.

debug

boolean | Phaser.Types.Physics.Matter.MatterDebugConfig

Yes

false

Controls the Matter Debug Rendering options. If a boolean it will use the default values, otherwise, specify a Debug Config object.

runner

Phaser.Types.Physics.Matter.MatterRunnerConfig

Yes

Sets the Matter Runner options.

Type: object

Member of: Phaser.Types.Physics.Matter

Source: src/physics/matter-js/typedefs/MatterWorldConfig.js#L1
Since: 3.0.0


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