new P2(game, config)
Parameters:
| Name | Type | Argument | Description |
|---|---|---|---|
game |
Phaser.Game | Reference to the current game instance. |
|
config |
object |
<optional> |
Physics configuration object passed in from the game constructor. |
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Classes
- Body
- BodyDebug
- CollisionGroup
- ContactMaterial
- DistanceConstraint
- FixtureList
- GearConstraint
- InversePointProxy
- LockConstraint
- Material
- PointProxy
- PrismaticConstraint
- RevoluteConstraint
- RotationalSpring
- Spring
Members
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applyDamping
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Properties:
Name Type Description applyDampingboolean Enable to automatically apply body damping each step.
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applyGravity
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Properties:
Name Type Description applyGravityboolean Enable to automatically apply gravity each step.
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applySpringForces
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Properties:
Name Type Description applySpringForcesboolean Enable to automatically apply spring forces each step.
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boundsCollidesWith
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Properties:
Name Type Description boundsCollidesWitharray An array of the bodies the world bounds collides with.
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boundsCollisionGroup
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Properties:
Name Type Description boundsCollisionGroupPhaser.Physics.P2.CollisionGroup A default collision group.
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callbackContext
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Properties:
Name Type Description callbackContextobject The context under which the callbacks are fired.
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collisionGroups
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Properties:
Name Type Description collisionGroupsarray An array containing the collision groups that have been defined in the World.
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<protected> config
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Properties:
Name Type Description configobject The p2 World configuration object.
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contactMaterial
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Properties:
Name Type Description contactMaterialp2.ContactMaterial The default Contact Material being used by the World.
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emitImpactEvent
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Properties:
Name Type Description emitImpactEventboolean Set to true if you want to the world to emit the "impact" event. Turning this off could improve performance.
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everythingCollisionGroup
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Properties:
Name Type Description everythingCollisionGroupPhaser.Physics.P2.CollisionGroup A default collision group.
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frameRate
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Properties:
Name Type Description frameRatenumber The frame rate the world will be stepped at. Defaults to 1 / 60, but you can change here. Also see useElapsedTime property.
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friction
-
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Properties:
Name Type Description frictionnumber Friction between colliding bodies. This value is used if no matching ContactMaterial is found for a Material pair.
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game
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Properties:
Name Type Description gamePhaser.Game Local reference to game.
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gravity
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Properties:
Name Type Description gravityPhaser.Physics.P2.InversePointProxy The gravity applied to all bodies each step.
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<protected> materials
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Properties:
Name Type Description materialsarray.<Phaser.Physics.P2.Material> A local array of all created Materials.
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nothingCollisionGroup
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Properties:
Name Type Description nothingCollisionGroupPhaser.Physics.P2.CollisionGroup A default collision group.
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onBeginContact
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Properties:
Name Type Description onBeginContactPhaser.Signal Dispatched when a first contact is created between two bodies. This event is fired before the step has been done.
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onBodyAdded
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Properties:
Name Type Description onBodyAddedPhaser.Signal Dispatched when a new Body is added to the World.
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onBodyRemoved
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Properties:
Name Type Description onBodyRemovedPhaser.Signal Dispatched when a Body is removed from the World.
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onConstraintAdded
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Properties:
Name Type Description onConstraintAddedPhaser.Signal Dispatched when a new Constraint is added to the World.
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onConstraintRemoved
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Properties:
Name Type Description onConstraintRemovedPhaser.Signal Dispatched when a Constraint is removed from the World.
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onContactMaterialAdded
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Properties:
Name Type Description onContactMaterialAddedPhaser.Signal Dispatched when a new ContactMaterial is added to the World.
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onContactMaterialRemoved
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Properties:
Name Type Description onContactMaterialRemovedPhaser.Signal Dispatched when a ContactMaterial is removed from the World.
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onEndContact
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Properties:
Name Type Description onEndContactPhaser.Signal Dispatched when final contact occurs between two bodies. This event is fired before the step has been done.
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onSpringAdded
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Properties:
Name Type Description onSpringAddedPhaser.Signal Dispatched when a new Spring is added to the World.
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onSpringRemoved
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Properties:
Name Type Description onSpringRemovedPhaser.Signal Dispatched when a Spring is removed from the World.
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paused
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- Default Value:
- false
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Properties:
Name Type Description pausedboolean The paused state of the P2 World.
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postBroadphaseCallback
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Properties:
Name Type Description postBroadphaseCallbackfunction A postBroadphase callback.
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restitution
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Properties:
Name Type Description restitutionnumber Default coefficient of restitution between colliding bodies. This value is used if no matching ContactMaterial is found for a Material pair.
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sleepMode
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How to deactivate bodies during simulation. Possible modes are: World.NO_SLEEPING, World.BODY_SLEEPING and World.ISLAND_SLEEPING. If sleeping is enabled, you might need to wake up the bodies if they fall asleep when they shouldn't. If you want to enable sleeping in the world, but want to disable it for a particular body, see Body.allowSleep.
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Properties:
Name Type Description sleepModenumber -
solveConstraints
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Properties:
Name Type Description solveConstraintsboolean Enable/disable constraint solving in each step.
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<readonly> time
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Properties:
Name Type Description timeboolean The World time.
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<readonly> total
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Properties:
Name Type Description totalnumber The total number of bodies in the world.
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useElapsedTime
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- Default Value:
- false
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Properties:
Name Type Description useElapsedTimeboolean If true the frameRate value will be ignored and instead p2 will step with the value of Game.Time.physicsElapsed, which is a delta time value.
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walls
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Properties:
Name Type Description wallsobject An object containing the 4 wall bodies that bound the physics world.
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<protected> world
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Properties:
Name Type Description worldp2.World The p2 World in which the simulation is run.
Methods
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addBody(body) → {boolean}
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Add a body to the world.
Parameters:
Name Type Description bodyPhaser.Physics.P2.Body The Body to add to the World.
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Returns:
True if the Body was added successfully, otherwise false.
- Type
- boolean
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addConstraint(constraint) → {Phaser.Physics.P2.Constraint}
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Adds a Constraint to the world.
Parameters:
Name Type Description constraintPhaser.Physics.P2.Constraint The Constraint to add to the World.
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Returns:
The Constraint that was added.
- Type
- Phaser.Physics.P2.Constraint
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addContactMaterial(material) → {Phaser.Physics.P2.ContactMaterial}
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Adds a Contact Material to the world.
Parameters:
Name Type Description materialPhaser.Physics.P2.ContactMaterial The Contact Material to be added to the World.
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Returns:
The Contact Material that was added.
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addSpring(spring) → {Phaser.Physics.P2.Spring}
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Adds a Spring to the world.
Parameters:
Name Type Description springPhaser.Physics.P2.Spring | p2.LinearSpring | p2.RotationalSpring The Spring to add to the World.
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Returns:
The Spring that was added.
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beginContactHandler(event)
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Handles a p2 begin contact event.
Parameters:
Name Type Description eventobject The event data.
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clear()
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Clears all bodies from the simulation, resets callbacks and resets the collision bitmask.
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clearTilemapLayerBodies(map, layer)
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Clears all physics bodies from the given TilemapLayer that were created with
World.convertTilemap.Parameters:
Name Type Argument Description mapPhaser.Tilemap The Tilemap to get the map data from.
layernumber | string | Phaser.TilemapLayer <optional>
The layer to operate on. If not given will default to map.currentLayer.
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convertCollisionObjects(map, layer, addToWorld) → {array}
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Converts all of the polylines objects inside a Tiled ObjectGroup into physics bodies that are added to the world. Note that the polylines must be created in such a way that they can withstand polygon decomposition.
Parameters:
Name Type Argument Default Description mapPhaser.Tilemap The Tilemap to get the map data from.
layernumber | string | Phaser.TilemapLayer <optional>
The layer to operate on. If not given will default to map.currentLayer.
addToWorldboolean <optional>
true If true it will automatically add each body to the world.
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Returns:
An array of the Phaser.Physics.Body objects that have been created.
- Type
- array
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convertTilemap(map, layer, addToWorld, optimize) → {array}
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Goes through all tiles in the given Tilemap and TilemapLayer and converts those set to collide into physics bodies. Only call this after you have specified all of the tiles you wish to collide with calls like Tilemap.setCollisionBetween, etc. Every time you call this method it will destroy any previously created bodies and remove them from the world. Therefore understand it's a very expensive operation and not to be done in a core game update loop.
Parameters:
Name Type Argument Default Description mapPhaser.Tilemap The Tilemap to get the map data from.
layernumber | string | Phaser.TilemapLayer <optional>
The layer to operate on. If not given will default to map.currentLayer.
addToWorldboolean <optional>
true If true it will automatically add each body to the world, otherwise it's up to you to do so.
optimizeboolean <optional>
true If true adjacent colliding tiles will be combined into a single body to save processing. However it means you cannot perform specific Tile to Body collision responses.
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Returns:
An array of the Phaser.Physics.P2.Body objects that were created.
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- array
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createBody(x, y, mass, addToWorld, options, points) → {Phaser.Physics.P2.Body}
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Creates a new Body and adds it to the World.
Parameters:
Name Type Argument Default Description xnumber The x coordinate of Body.
ynumber The y coordinate of Body.
massnumber The mass of the Body. A mass of 0 means a 'static' Body is created.
addToWorldboolean <optional>
false Automatically add this Body to the world? (usually false as it won't have any shapes on construction).
optionsobject An object containing the build options:
Properties
Name Type Argument Default Description optimalDecompboolean <optional>
false Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices.
skipSimpleCheckboolean <optional>
false Set to true if you already know that the path is not intersecting itself.
removeCollinearPointsboolean | number <optional>
false Set to a number (angle threshold value) to remove collinear points, or false to keep all points.
pointsArray.<number> | number An array of 2d vectors that form the convex or concave polygon. Either [[0,0], [0,1],...] or a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arguments passed can be flat x,y values e.g.
setPolygon(options, x,y, x,y, x,y, ...)wherexandyare numbers.- Source:
Returns:
The body
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createCollisionGroup(object)
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Creates a new Collision Group and optionally applies it to the given object. Collision Groups are handled using bitmasks, therefore you have a fixed limit you can create before you need to re-use older groups.
Parameters:
Name Type Argument Description objectPhaser.Group | Phaser.Sprite <optional>
An optional Sprite or Group to apply the Collision Group to. If a Group is given it will be applied to all top-level children.
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createContactMaterial(materialA, materialB, options) → {Phaser.Physics.P2.ContactMaterial}
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Creates a Contact Material from the two given Materials. You can then edit the properties of the Contact Material directly.
Parameters:
Name Type Argument Description materialAPhaser.Physics.P2.Material <optional>
The first Material to create the ContactMaterial from. If undefined it will create a new Material object first.
materialBPhaser.Physics.P2.Material <optional>
The second Material to create the ContactMaterial from. If undefined it will create a new Material object first.
optionsobject <optional>
Material options object.
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Returns:
The Contact Material that was created.
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createDistanceConstraint(bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce) → {Phaser.Physics.P2.DistanceConstraint}
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Creates a constraint that tries to keep the distance between two bodies constant.
Parameters:
Name Type Argument Description bodyAPhaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body.
bodyBPhaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body.
distancenumber The distance to keep between the bodies.
localAnchorAArray <optional>
The anchor point for bodyA, defined locally in bodyA frame. Defaults to [0,0].
localAnchorBArray <optional>
The anchor point for bodyB, defined locally in bodyB frame. Defaults to [0,0].
maxForcenumber <optional>
The maximum force that should be applied to constrain the bodies.
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Returns:
The constraint
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createGearConstraint(bodyA, bodyB, angle, ratio) → {Phaser.Physics.P2.GearConstraint}
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Creates a constraint that tries to keep the distance between two bodies constant.
Parameters:
Name Type Argument Default Description bodyAPhaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body.
bodyBPhaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body.
anglenumber <optional>
0 The relative angle
rationumber <optional>
1 The gear ratio.
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Returns:
The constraint
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createLockConstraint(bodyA, bodyB, offset, angle, maxForce) → {Phaser.Physics.P2.LockConstraint}
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Locks the relative position between two bodies.
Parameters:
Name Type Argument Default Description bodyAPhaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body.
bodyBPhaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body.
offsetArray <optional>
The offset of bodyB in bodyA's frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
anglenumber <optional>
0 The angle of bodyB in bodyA's frame.
maxForcenumber <optional>
The maximum force that should be applied to constrain the bodies.
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Returns:
The constraint
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createMaterial(name, body) → {Phaser.Physics.P2.Material}
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Creates a Material. Materials are applied to Shapes owned by a Body and can be set with Body.setMaterial(). Materials are a way to control what happens when Shapes collide. Combine unique Materials together to create Contact Materials. Contact Materials have properties such as friction and restitution that allow for fine-grained collision control between different Materials.
Parameters:
Name Type Argument Description namestring <optional>
Optional name of the Material. Each Material has a unique ID but string names are handy for debugging.
bodyPhaser.Physics.P2.Body <optional>
Optional Body. If given it will assign the newly created Material to the Body shapes.
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Returns:
The Material that was created. This is also stored in Phaser.Physics.P2.materials.
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createParticle(x, y, mass, addToWorld, options, points)
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Creates a new Particle and adds it to the World.
Parameters:
Name Type Argument Default Description xnumber The x coordinate of Body.
ynumber The y coordinate of Body.
massnumber The mass of the Body. A mass of 0 means a 'static' Body is created.
addToWorldboolean <optional>
false Automatically add this Body to the world? (usually false as it won't have any shapes on construction).
optionsobject An object containing the build options:
Properties
Name Type Argument Default Description optimalDecompboolean <optional>
false Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices.
skipSimpleCheckboolean <optional>
false Set to true if you already know that the path is not intersecting itself.
removeCollinearPointsboolean | number <optional>
false Set to a number (angle threshold value) to remove collinear points, or false to keep all points.
pointsArray.<number> | number An array of 2d vectors that form the convex or concave polygon. Either [[0,0], [0,1],...] or a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arguments passed can be flat x,y values e.g.
setPolygon(options, x,y, x,y, x,y, ...)wherexandyare numbers.- Source:
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createPrismaticConstraint(bodyA, bodyB, lockRotation, anchorA, anchorB, axis, maxForce) → {Phaser.Physics.P2.PrismaticConstraint}
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Constraint that only allows bodies to move along a line, relative to each other. See http://www.iforce2d.net/b2dtut/joints-prismatic
Parameters:
Name Type Argument Default Description bodyAPhaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body.
bodyBPhaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body.
lockRotationboolean <optional>
true If set to false, bodyB will be free to rotate around its anchor point.
anchorAArray <optional>
Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
anchorBArray <optional>
Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
axisArray <optional>
An axis, defined in body A frame, that body B's anchor point may slide along. The value is an array with 2 elements matching x and y, i.e: [32, 32].
maxForcenumber <optional>
The maximum force that should be applied to constrain the bodies.
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Returns:
The constraint
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createRevoluteConstraint(bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot) → {Phaser.Physics.P2.RevoluteConstraint}
-
Connects two bodies at given offset points, letting them rotate relative to each other around this point. The pivot points are given in world (pixel) coordinates.
Parameters:
Name Type Argument Default Description bodyAPhaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body.
pivotAArray The point relative to the center of mass of bodyA which bodyA is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32].
bodyBPhaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body.
pivotBArray The point relative to the center of mass of bodyB which bodyB is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32].
maxForcenumber <optional>
0 The maximum force that should be applied to constrain the bodies.
worldPivotFloat32Array <optional>
null A pivot point given in world coordinates. If specified, localPivotA and localPivotB are automatically computed from this value.
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Returns:
The constraint
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createRotationalSpring(bodyA, bodyB, restAngle, stiffness, damping) → {Phaser.Physics.P2.RotationalSpring}
-
Creates a rotational spring, connecting two bodies. A spring can have a resting length, a stiffness and damping.
Parameters:
Name Type Argument Default Description bodyAPhaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body.
bodyBPhaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body.
restAnglenumber <optional>
The relative angle of bodies at which the spring is at rest. If not given, it's set to the current relative angle between the bodies.
stiffnessnumber <optional>
100 Stiffness of the spring. A number >= 0.
dampingnumber <optional>
1 Damping of the spring. A number >= 0.
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Returns:
The spring
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createSpring(bodyA, bodyB, restLength, stiffness, damping, worldA, worldB, localA, localB) → {Phaser.Physics.P2.Spring}
-
Creates a linear spring, connecting two bodies. A spring can have a resting length, a stiffness and damping.
Parameters:
Name Type Argument Default Description bodyAPhaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body.
bodyBPhaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body.
restLengthnumber <optional>
1 Rest length of the spring. A number > 0.
stiffnessnumber <optional>
100 Stiffness of the spring. A number >= 0.
dampingnumber <optional>
1 Damping of the spring. A number >= 0.
worldAArray <optional>
Where to hook the spring to body A in world coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].
worldBArray <optional>
Where to hook the spring to body B in world coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].
localAArray <optional>
Where to hook the spring to body A in local body coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].
localBArray <optional>
Where to hook the spring to body B in local body coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].
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Returns:
The spring
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destroy()
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Clears all bodies from the simulation and unlinks World from Game. Should only be called on game shutdown. Call
clearon a State change.- Source:
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enable(object, debug, children)
-
This will create a P2 Physics body on the given game object or array of game objects. A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed. Note: When the game object is enabled for P2 physics it has its anchor x/y set to 0.5 so it becomes centered.
Parameters:
Name Type Argument Default Description objectobject | array | Phaser.Group The game object to create the physics body on. Can also be an array or Group of objects, a body will be created on every child that has a
bodyproperty.debugboolean <optional>
false Create a debug object to go with this body?
childrenboolean <optional>
true Should a body be created on all children of this object? If true it will recurse down the display list as far as it can go.
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enableBody(object, debug)
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Creates a P2 Physics body on the given game object. A game object can only have 1 physics body active at any one time, and it can't be changed until the body is nulled.
Parameters:
Name Type Description objectobject The game object to create the physics body on. A body will only be created if this object has a null
bodyproperty.debugboolean Create a debug object to go with this body?
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endContactHandler(event)
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Handles a p2 end contact event.
Parameters:
Name Type Description eventobject The event data.
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getBodies() → {array.<Phaser.Physics.P2.Body>}
-
Populates and returns an array with references to of all current Bodies in the world.
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Returns:
An array containing all current Bodies in the world.
- Type
- array.<Phaser.Physics.P2.Body>
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getBody(object) → {p2.Body}
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Checks the given object to see if it has a p2.Body and if so returns it.
Parameters:
Name Type Description objectobject The object to check for a p2.Body on.
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Returns:
The p2.Body, or null if not found.
- Type
- p2.Body
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getConstraints() → {array.<Phaser.Physics.P2.Constraint>}
-
Populates and returns an array of all current Constraints in the world.
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Returns:
An array containing all current Constraints in the world.
- Type
- array.<Phaser.Physics.P2.Constraint>
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getContactMaterial(materialA, materialB) → {Phaser.Physics.P2.ContactMaterial|boolean}
-
Gets a Contact Material based on the two given Materials.
Parameters:
Name Type Description materialAPhaser.Physics.P2.Material The first Material to search for.
materialBPhaser.Physics.P2.Material The second Material to search for.
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Returns:
The Contact Material or false if none was found matching the Materials given.
- Type
- Phaser.Physics.P2.ContactMaterial | boolean
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getSprings() → {array.<Phaser.Physics.P2.Spring>}
-
Populates and returns an array of all current Springs in the world.
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Returns:
An array containing all current Springs in the world.
- Type
- array.<Phaser.Physics.P2.Spring>
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hitTest(worldPoint, bodies, precision, filterStatic) → {Array}
-
Test if a world point overlaps bodies. You will get an array of actual P2 bodies back. You can find out which Sprite a Body belongs to (if any) by checking the Body.parent.sprite property. Body.parent is a Phaser.Physics.P2.Body property.
Parameters:
Name Type Argument Default Description worldPointPhaser.Point Point to use for intersection tests. The points values must be in world (pixel) coordinates.
bodiesArray.<(Phaser.Physics.P2.Body|Phaser.Sprite|p2.Body)> <optional>
A list of objects to check for intersection. If not given it will check Phaser.Physics.P2.world.bodies (i.e. all world bodies)
precisionnumber <optional>
5 Used for matching against particles and lines. Adds some margin to these infinitesimal objects.
filterStaticboolean <optional>
false If true all Static objects will be removed from the results array.
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Returns:
Array of bodies that overlap the point.
- Type
- Array
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mpx(v) → {number}
-
Convert p2 physics value (meters) to pixel scale. By default Phaser uses a scale of 20px per meter. If you need to modify this you can over-ride these functions via the Physics Configuration object.
Parameters:
Name Type Description vnumber The value to convert.
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Returns:
The scaled value.
- Type
- number
-
mpxi(v) → {number}
-
Convert p2 physics value (meters) to pixel scale and inverses it. By default Phaser uses a scale of 20px per meter. If you need to modify this you can over-ride these functions via the Physics Configuration object.
Parameters:
Name Type Description vnumber The value to convert.
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Returns:
The scaled value.
- Type
- number
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pause()
-
Pauses the P2 World independent of the game pause state.
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-
preUpdate()
-
Called at the start of the core update loop. Purges flagged bodies from the world.
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-
pxm(v) → {number}
-
Convert pixel value to p2 physics scale (meters). By default Phaser uses a scale of 20px per meter. If you need to modify this you can over-ride these functions via the Physics Configuration object.
Parameters:
Name Type Description vnumber The value to convert.
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Returns:
The scaled value.
- Type
- number
-
pxmi(v) → {number}
-
Convert pixel value to p2 physics scale (meters) and inverses it. By default Phaser uses a scale of 20px per meter. If you need to modify this you can over-ride these functions via the Physics Configuration object.
Parameters:
Name Type Description vnumber The value to convert.
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Returns:
The scaled value.
- Type
- number
-
removeBody(body) → {Phaser.Physics.P2.Body}
-
Removes a body from the world. This will silently fail if the body wasn't part of the world to begin with.
Parameters:
Name Type Description bodyPhaser.Physics.P2.Body The Body to remove from the World.
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Returns:
The Body that was removed.
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removeBodyNextStep(body)
-
This will add a P2 Physics body into the removal list for the next step.
Parameters:
Name Type Description bodyPhaser.Physics.P2.Body The body to remove at the start of the next step.
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removeConstraint(constraint) → {Phaser.Physics.P2.Constraint}
-
Removes a Constraint from the world.
Parameters:
Name Type Description constraintPhaser.Physics.P2.Constraint The Constraint to be removed from the World.
- Source:
Returns:
The Constraint that was removed.
- Type
- Phaser.Physics.P2.Constraint
-
removeContactMaterial(material) → {Phaser.Physics.P2.ContactMaterial}
-
Removes a Contact Material from the world.
Parameters:
Name Type Description materialPhaser.Physics.P2.ContactMaterial The Contact Material to be removed from the World.
- Source:
Returns:
The Contact Material that was removed.
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removeSpring(spring) → {Phaser.Physics.P2.Spring}
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Removes a Spring from the world.
Parameters:
Name Type Description springPhaser.Physics.P2.Spring The Spring to remove from the World.
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Returns:
The Spring that was removed.
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resume()
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Resumes a paused P2 World.
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setBounds(x, y, width, height, left, right, top, bottom, setCollisionGroup)
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Sets the bounds of the Physics world to match the given world pixel dimensions. You can optionally set which 'walls' to create: left, right, top or bottom.
Parameters:
Name Type Argument Default Description xnumber The x coordinate of the top-left corner of the bounds.
ynumber The y coordinate of the top-left corner of the bounds.
widthnumber The width of the bounds.
heightnumber The height of the bounds.
leftboolean <optional>
true If true will create the left bounds wall.
rightboolean <optional>
true If true will create the right bounds wall.
topboolean <optional>
true If true will create the top bounds wall.
bottomboolean <optional>
true If true will create the bottom bounds wall.
setCollisionGroupboolean <optional>
true If true the Bounds will be set to use its own Collision Group.
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setImpactEvents(state)
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Impact event handling is disabled by default. Enable it before any impact events will be dispatched. In a busy world hundreds of impact events can be generated every step, so only enable this if you cannot do what you need via beginContact or collision masks.
Parameters:
Name Type Description stateboolean Set to true to enable impact events, or false to disable.
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setMaterial(material, bodies)
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Sets the given Material against all Shapes owned by all the Bodies in the given array.
Parameters:
Name Type Description materialPhaser.Physics.P2.Material The Material to be applied to the given Bodies.
bodiesarray.<Phaser.Physics.P2.Body> An Array of Body objects that the given Material will be set on.
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setPostBroadphaseCallback(callback, context)
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Sets a callback to be fired after the Broadphase has collected collision pairs in the world. Just because a pair exists it doesn't mean they will collide, just that they potentially could do. If your calback returns
falsethe pair will be removed from the narrowphase. This will stop them testing for collision this step. Returningtruefrom the callback will ensure they are checked in the narrowphase.Parameters:
Name Type Description callbackfunction The callback that will receive the postBroadphase event data. It must return a boolean. Set to null to disable an existing callback.
contextobject The context under which the callback will be fired.
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toJSON() → {object}
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Converts the current world into a JSON object.
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Returns:
A JSON representation of the world.
- Type
- object
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update()
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Internal P2 update loop.
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updateBoundsCollisionGroup(setCollisionGroup)
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By default the World will be set to collide everything with everything. The bounds of the world is a Body with 4 shapes, one for each face. If you start to use your own collision groups then your objects will no longer collide with the bounds. To fix this you need to adjust the bounds to use its own collision group first BEFORE changing your Sprites collision group.
Parameters:
Name Type Argument Default Description setCollisionGroupboolean <optional>
true If true the Bounds will be set to use its own Collision Group.
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