new Body(system, sprite, type, id, radius, x, y, width, height)
The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than the Sprite itself. For example you can set the velocity, bounce values etc all on the Body.
Parameters:
| Name | Type | Argument | Default | Description |
|---|---|---|---|---|
system |
Phaser.Physics.Ninja | The physics system this Body belongs to. |
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sprite |
Phaser.Sprite | The Sprite object this physics body belongs to. |
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type |
number |
<optional> |
1 | The type of Ninja shape to create. 1 = AABB, 2 = Circle or 3 = Tile. |
id |
number |
<optional> |
1 | If this body is using a Tile shape, you can set the Tile id here, i.e. Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn, Phaser.Physics.Ninja.Tile.CONVEXpp, etc. |
radius |
number |
<optional> |
16 | If this body is using a Circle shape this controls the radius. |
x |
number |
<optional> |
0 | The x coordinate of this Body. This is only used if a sprite is not provided. |
y |
number |
<optional> |
0 | The y coordinate of this Body. This is only used if a sprite is not provided. |
width |
number |
<optional> |
0 | The width of this Body. This is only used if a sprite is not provided. |
height |
number |
<optional> |
0 | The height of this Body. This is only used if a sprite is not provided. |
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Members
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aabb
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Properties:
Name Type Description aabbPhaser.Physics.Ninja.AABB The AABB object this body is using for collision.
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<readonly> angle
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Properties:
Name Type Description anglenumber The angle of this Body
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<readonly> bottom
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Properties:
Name Type Description bottomnumber The bottom value of this Body (same as Body.y + Body.height)
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bounce
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- Default Value:
- 0.3
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Properties:
Name Type Description bouncenumber The bounciness of this object when it collides. A value between 0 and 1. We recommend setting it to 0.999 to avoid jittering.
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checkCollision
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Set the checkCollision properties to control which directions collision is processed for this Body. For example checkCollision.up = false means it won't collide when the collision happened while moving up.
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Properties:
Name Type Description checkCollisionobject An object containing allowed collision.
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circle
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Properties:
Name Type Description circlePhaser.Physics.Ninja.Circle The Circle object this body is using for collision.
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collideWorldBounds
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A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World.
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Properties:
Name Type Description collideWorldBoundsboolean Should the Body collide with the World bounds?
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drag
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- Default Value:
- 1
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Properties:
Name Type Description dragnumber The drag applied to this object as it moves.
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facing
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Properties:
Name Type Description facingnumber A const reference to the direction the Body is traveling or facing.
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friction
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- Default Value:
- 0.05
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Properties:
Name Type Description frictionnumber The friction applied to this object as it moves.
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game
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Properties:
Name Type Description gamePhaser.Game Local reference to game.
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gravityScale
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- Default Value:
- 1
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Properties:
Name Type Description gravityScalenumber How much of the world gravity should be applied to this object? 1 = all of it, 0.5 = 50%, etc.
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<readonly> height
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Properties:
Name Type Description heightnumber The height of this Body
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immovable
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- Default Value:
- false
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Properties:
Name Type Description immovableboolean An immovable Body will not receive any impacts from other bodies. Not fully implemented.
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maxSpeed
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- Default Value:
- 8
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Properties:
Name Type Description maxSpeednumber The maximum speed this body can travel at (taking drag and friction into account)
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<readonly> right
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Properties:
Name Type Description rightnumber The right value of this Body (same as Body.x + Body.width)
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shape
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Properties:
Name Type Description shapeobject A local reference to the body shape.
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<readonly> speed
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Properties:
Name Type Description speednumber The speed of this Body
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sprite
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Properties:
Name Type Description spritePhaser.Sprite Reference to the parent Sprite.
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system
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Properties:
Name Type Description systemPhaser.Physics.Ninja The parent physics system.
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tile
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Properties:
Name Type Description tilePhaser.Physics.Ninja.Tile The Tile object this body is using for collision.
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touching
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This object is populated with boolean values when the Body collides with another. touching.up = true means the collision happened to the top of this Body for example.
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Properties:
Name Type Description touchingobject An object containing touching results.
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type
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Properties:
Name Type Description typenumber The type of physics system this body belongs to.
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velocity
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Properties:
Name Type Description velocityPhaser.Point The velocity in pixels per second sq. of the Body.
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wasTouching
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This object is populated with previous touching values from the bodies previous collision.
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Properties:
Name Type Description wasTouchingobject An object containing previous touching results.
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<readonly> width
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Properties:
Name Type Description widthnumber The width of this Body
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x
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Properties:
Name Type Description xnumber The x position.
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y
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Properties:
Name Type Description ynumber The y position.
Methods
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deltaAbsX() → {number}
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Returns the absolute delta x value.
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Returns:
The absolute delta value.
- Type
- number
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deltaAbsY() → {number}
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Returns the absolute delta y value.
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Returns:
The absolute delta value.
- Type
- number
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deltaX() → {number}
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Returns the delta x value. The difference between Body.x now and in the previous step.
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Returns:
The delta value. Positive if the motion was to the right, negative if to the left.
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- number
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deltaY() → {number}
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Returns the delta y value. The difference between Body.y now and in the previous step.
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Returns:
The delta value. Positive if the motion was downwards, negative if upwards.
- Type
- number
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destroy()
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Destroys this body's reference to the sprite and system, and destroys its shape.
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<protected> postUpdate()
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Internal method.
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<protected> preUpdate()
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Internal method.
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render(context, body, color, filled)
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Render Sprite's Body.
Parameters:
Name Type Argument Default Description contextobject The context to render to.
bodyPhaser.Physics.Ninja.Body The Body to render.
colorstring <optional>
'rgba(0,255,0,0.4)' color of the debug shape to be rendered. (format is css color string).
filledboolean <optional>
true Render the shape as a filled (default, true) or a stroked (false)
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reset()
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Resets all Body values and repositions on the Sprite.
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setZeroVelocity()
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Stops all movement of this body.
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