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These archived docs are for Phaser 2.2.2 Phaser 3 docs can be found on newdocs.phaser.io.
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Constructor

Phaser.Physics.Ninja. Circle

new Circle(body, x, y, radius)

Ninja Physics Circle constructor. Note: This class could be massively optimised and reduced in size. I leave that challenge up to you.

Parameters
Name Type Description
body Phaser.Physics.Ninja.Body

The body that owns this shape.

x number

The x coordinate to create this shape at.

y number

The y coordinate to create this shape at.

radius number

The radius of this Circle.

Source code: physics/ninja/Circle.js, line 19

Public Properties

body

Properties:
Name Type Description
system Phaser.Physics.Ninja.Body

A reference to the body that owns this shape.

Source code: physics/ninja/Circle.js, line 24

circleTileProjections : Object

All of the collision response handlers.

Source code: physics/ninja/Circle.js, line 90

[readonly] height : number

The height.

Source code: physics/ninja/Circle.js, line 68

oldpos : Phaser.Point

The position of this object in the previous update.

Source code: physics/ninja/Circle.js, line 39

pos : Phaser.Point

The position of this object.

Source code: physics/ninja/Circle.js, line 34

radius : number

The radius of this circle shape.

Source code: physics/ninja/Circle.js, line 44

system : Phaser.Physics.Ninja

A reference to the physics system.

Source code: physics/ninja/Circle.js, line 29

velocity : Phaser.Point

The velocity of this object.

Source code: physics/ninja/Circle.js, line 85

[readonly] width : number

The width.

Source code: physics/ninja/Circle.js, line 62

[readonly] xw : number

Half the width.

Source code: physics/ninja/Circle.js, line 50

[readonly] yw

Properties:
Name Type Description
xw number

Half the height.

Source code: physics/ninja/Circle.js, line 56

Public Methods

collideCircleVsTile(t) → {boolean}

Collides this Circle with a Tile.

Parameters
Name Type Description
t Phaser.Physics.Ninja.Tile

The Tile involved in the collision.

Returns
boolean -

True if they collide, otherwise false.

Source code: physics/ninja/Circle.js, line 248

collideWorldBounds()

Collides this Circle against the world bounds.

Source code: physics/ninja/Circle.js, line 207

destroy()

Destroys this Circle's reference to Body and System

Source code: physics/ninja/Circle.js, line 2612

integrate()

Updates this Circles position.

Source code: physics/ninja/Circle.js, line 112

projCircle_22DegB(x, y, oH, oV, obj, t) → {number}

Resolves 22 Degree tile collision.

Parameters
Name Type Description
x number

Penetration depth on the x axis.

y number

Penetration depth on the y axis.

oH number

Grid / voronoi region.

oV number

Grid / voronoi region.

obj Phaser.Physics.Ninja.Circle

The Circle involved in the collision.

t Phaser.Physics.Ninja.Tile

The Tile involved in the collision.

Returns
number -

The result of the collision.

Source code: physics/ninja/Circle.js, line 1719

projCircle_22DegS(x, y, oH, oV, obj, t) → {number}

Resolves 22 Degree tile collision.

Parameters
Name Type Description
x number

Penetration depth on the x axis.

y number

Penetration depth on the y axis.

oH number

Grid / voronoi region.

oV number

Grid / voronoi region.

obj Phaser.Physics.Ninja.Circle

The Circle involved in the collision.

t Phaser.Physics.Ninja.Tile

The Tile involved in the collision.

Returns
number -

The result of the collision.

Source code: physics/ninja/Circle.js, line 1427

projCircle_45Deg(x, y, oH, oV, obj, t) → {number}

Resolves 45 Degree tile collision.

Parameters
Name Type Description
x number

Penetration depth on the x axis.

y number

Penetration depth on the y axis.

oH number

Grid / voronoi region.

oV number

Grid / voronoi region.

obj Phaser.Physics.Ninja.Circle

The Circle involved in the collision.

t Phaser.Physics.Ninja.Tile

The Tile involved in the collision.

Returns
number -

The result of the collision.

Source code: physics/ninja/Circle.js, line 447

projCircle_67DegB(x, y, oH, oV, obj, t) → {number}

Resolves 67 Degree tile collision.

Parameters
Name Type Description
x number

Penetration depth on the x axis.

y number

Penetration depth on the y axis.

oH number

Grid / voronoi region.

oV number

Grid / voronoi region.

obj Phaser.Physics.Ninja.Circle

The Circle involved in the collision.

t Phaser.Physics.Ninja.Tile

The Tile involved in the collision.

Returns
number -

The result of the collision.

Source code: physics/ninja/Circle.js, line 2307

projCircle_67DegS(x, y, oH, oV, obj, t) → {number}

Resolves 67 Degree tile collision.

Parameters
Name Type Description
x number

Penetration depth on the x axis.

y number

Penetration depth on the y axis.

oH number

Grid / voronoi region.

oV number

Grid / voronoi region.

obj Phaser.Physics.Ninja.Circle

The Circle involved in the collision.

t Phaser.Physics.Ninja.Tile

The Tile involved in the collision.

Returns
number -

The result of the collision.

Source code: physics/ninja/Circle.js, line 2022

projCircle_Concave(x, y, oH, oV, obj, t) → {number}

Resolves Concave tile collision.

Parameters
Name Type Description
x number

Penetration depth on the x axis.

y number

Penetration depth on the y axis.

oH number

Grid / voronoi region.

oV number

Grid / voronoi region.

obj Phaser.Physics.Ninja.Circle

The Circle involved in the collision.

t Phaser.Physics.Ninja.Tile

The Tile involved in the collision.

Returns
number -

The result of the collision.

Source code: physics/ninja/Circle.js, line 717

projCircle_Convex(x, y, oH, oV, obj, t) → {number}

Resolves Convex tile collision.

Parameters
Name Type Description
x number

Penetration depth on the x axis.

y number

Penetration depth on the y axis.

oH number

Grid / voronoi region.

oV number

Grid / voronoi region.

obj Phaser.Physics.Ninja.Circle

The Circle involved in the collision.

t Phaser.Physics.Ninja.Tile

The Tile involved in the collision.

Returns
number -

The result of the collision.

Source code: physics/ninja/Circle.js, line 951

projCircle_Full(x, y, oH, oV, obj, t) → {number}

Resolves Full tile collision.

Parameters
Name Type Description
x number

Penetration depth on the x axis.

y number

Penetration depth on the y axis.

oH number

Grid / voronoi region.

oV number

Grid / voronoi region.

obj Phaser.Physics.Ninja.Circle

The Circle involved in the collision.

t Phaser.Physics.Ninja.Tile

The Tile involved in the collision.

Returns
number -

The result of the collision.

Source code: physics/ninja/Circle.js, line 335

projCircle_Half(x, y, oH, oV, obj, t) → {number}

Resolves Half tile collision.

Parameters
Name Type Description
x number

Penetration depth on the x axis.

y number

Penetration depth on the y axis.

oH number

Grid / voronoi region.

oV number

Grid / voronoi region.

obj Phaser.Physics.Ninja.Circle

The Circle involved in the collision.

t Phaser.Physics.Ninja.Tile

The Tile involved in the collision.

Returns
number -

The result of the collision.

Source code: physics/ninja/Circle.js, line 1193

render(context, xOffset, yOffset, color, filled)

Render this circle for debugging purposes.

Parameters
Name Type Description
context object

The context to render to.

xOffset number

X offset from circle's position to render at.

yOffset number

Y offset from circle's position to render at.

color string

color of the debug shape to be rendered. (format is css color string).

filled boolean

Render the shape as solid (true) or hollow (false).

Source code: physics/ninja/Circle.js, line 2622

reportCollisionVsWorld(px, py, dx, dy, obj)

Process a world collision and apply the resulting forces.

Parameters
Name Type Description
px number

The tangent velocity

py number

The tangent velocity

dx number

Collision normal

dy number

Collision normal

obj number

Object this Circle collided with

Source code: physics/ninja/Circle.js, line 132

resolveCircleTile(x, y, oH, oV, obj, t) → {number}

Resolves tile collision.

Parameters
Name Type Description
x number

Penetration depth on the x axis.

y number

Penetration depth on the y axis.

oH number

Grid / voronoi region.

oV number

Grid / voronoi region.

obj Phaser.Physics.Ninja.Circle

The Circle involved in the collision.

t Phaser.Physics.Ninja.Tile

The Tile involved in the collision.

Returns
number -

The result of the collision.

Source code: physics/ninja/Circle.js, line 310