These archived docs are for Phaser 2.2.2 Phaser 3 docs can be found on newdocs.phaser.io.
Phaser CE docs can be found on the Phaser CE Documentation site.

Constructor

Phaser.Physics.Ninja. Tile

new Tile(body, x, y, width, height, type)

Ninja Physics Tile constructor. A Tile is defined by its width, height and type. It's type can include slope data, such as 45 degree slopes, or convex slopes. Understand that for any type including a slope (types 2 to 29) the Tile must be SQUARE, i.e. have an equal width and height. Also note that as Tiles are primarily used for levels they have gravity disabled and world bounds collision disabled by default.

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

Parameters
Name Type Argument Default 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.

width number

The width of this AABB.

height number

The height of this AABB.

type number <optional>
1

The type of Ninja shape to create. 1 = AABB, 2 = Circle or 3 = Tile.

Source code: physics/ninja/Tile.js, line 25

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/Tile.js, line 32

[readonly] bottom : number

The bottom value of this Body (same as Body.y + Body.height)

Source code: physics/ninja/Tile.js, line 701

[readonly] height : number

The height.

Source code: physics/ninja/Tile.js, line 89

[readonly] id : number

The ID of this Tile.

Source code: physics/ninja/Tile.js, line 43

oldpos : Phaser.Point

The position of this object in the previous update.

Source code: physics/ninja/Tile.js, line 59

pos : Phaser.Point

The position of this object.

Source code: physics/ninja/Tile.js, line 54

The right value of this Body (same as Body.x + Body.width)

Source code: physics/ninja/Tile.js, line 714

system : Phaser.Physics.Ninja

A reference to the physics system.

Source code: physics/ninja/Tile.js, line 37

[readonly] type : number

The type of this Tile.

Source code: physics/ninja/Tile.js, line 49

velocity : Phaser.Point

The velocity of this object.

Source code: physics/ninja/Tile.js, line 94

[readonly] width : number

The width.

Source code: physics/ninja/Tile.js, line 83

x : number

The x position.

Source code: physics/ninja/Tile.js, line 669

[readonly] xw : number

Half the width.

Source code: physics/ninja/Tile.js, line 71

y : number

The y position.

Source code: physics/ninja/Tile.js, line 685

[readonly] yw

Properties:
Name Type Description
xw number

Half the height.

Source code: physics/ninja/Tile.js, line 77

Public Methods

clear()

Sets this tile to be empty.

Source code: physics/ninja/Tile.js, line 290

collideWorldBounds()

Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API stub to satisfy the Body.

Source code: physics/ninja/Tile.js, line 153

destroy()

Destroys this Tiles reference to Body and System.

Source code: physics/ninja/Tile.js, line 302

integrate()

Updates this objects position.

Source code: physics/ninja/Tile.js, line 135

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 Tile collided with

Source code: physics/ninja/Tile.js, line 194

setType(id)

Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API stub to satisfy the Body.

Parameters
Name Type Description
id number

The type of Tile this will use, i.e. Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn, Phaser.Physics.Ninja.Tile.CONVEXpp, etc.

Source code: physics/ninja/Tile.js, line 268