These docs are for an outdated version of Phaser The documentation on this page is for Phaser 2.4.6. The latest release is 2.8.4.

Constructor

Phaser.Physics.Ninja. Body

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.

sprite Phaser.Sprite

The Sprite object this physics body belongs to.

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.

Source code: physics/ninja/Body.js (Line 23)

Public Properties

aabb : Phaser.Physics.Ninja.AABB

The AABB object this body is using for collision.

Source code: physics/ninja/Body.js (Line 54)

[readonly] angle : number

The angle of this Body

Source code: physics/ninja/Body.js (Line 535)

[readonly] bottom : number

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

Source code: physics/ninja/Body.js (Line 496)

bounce : number

The bounciness of this object when it collides. A value between 0 and 1. We recommend setting it to 0.999 to avoid jittering.

Default Value
  • 0.3
Source code: physics/ninja/Body.js (Line 95)

checkCollision : Object

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. An object containing allowed collision.

Source code: physics/ninja/Body.js (Line 125)

circle : Phaser.Physics.Ninja.Circle

The Circle object this body is using for collision.

Source code: physics/ninja/Body.js (Line 64)

collideWorldBounds : boolean

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. Should the Body collide with the World bounds?

Source code: physics/ninja/Body.js (Line 118)

drag : number

The drag applied to this object as it moves.

Default Value
  • 1
Source code: physics/ninja/Body.js (Line 77)

facing : number

A const reference to the direction the Body is traveling or facing.

Source code: physics/ninja/Body.js (Line 106)

friction : number

The friction applied to this object as it moves.

Default Value
  • 0.05
Source code: physics/ninja/Body.js (Line 83)

game : Phaser.Game

Local reference to game.

Source code: physics/ninja/Body.js (Line 39)

gravityScale : number

How much of the world gravity should be applied to this object? 1 = all of it, 0.5 = 50%, etc.

Default Value
  • 1
Source code: physics/ninja/Body.js (Line 89)

[readonly] height : number

The height of this Body

Source code: physics/ninja/Body.js (Line 483)

immovable : boolean

An immovable Body will not receive any impacts from other bodies. Not fully implemented.

Source code: physics/ninja/Body.js (Line 112)

maxSpeed : number

The maximum speed this body can travel at (taking drag and friction into account)

Default Value
  • 8
Source code: physics/ninja/Body.js (Line 144)

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

Source code: physics/ninja/Body.js (Line 509)

shape : Object

A local reference to the body shape.

Source code: physics/ninja/Body.js (Line 69)

[readonly] speed : number

The speed of this Body

Source code: physics/ninja/Body.js (Line 522)

sprite : Phaser.Sprite

Reference to the parent Sprite.

Source code: physics/ninja/Body.js (Line 34)

system : Phaser.Physics.Ninja

The parent physics system.

Source code: physics/ninja/Body.js (Line 49)

tile : Phaser.Physics.Ninja.Tile

The Tile object this body is using for collision.

Source code: physics/ninja/Body.js (Line 59)

touching : Object

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. An object containing touching results.

Source code: physics/ninja/Body.js (Line 132)

type : number

The type of physics system this body belongs to.

Source code: physics/ninja/Body.js (Line 44)

velocity : Phaser.Point

The velocity in pixels per second sq. of the Body.

Source code: physics/ninja/Body.js (Line 100)

wasTouching : Object

This object is populated with previous touching values from the bodies previous collision. An object containing previous touching results.

Source code: physics/ninja/Body.js (Line 138)

[readonly] width : number

The width of this Body

Source code: physics/ninja/Body.js (Line 470)

x : number

The x position.

Source code: physics/ninja/Body.js (Line 438)

y : number

The y position.

Source code: physics/ninja/Body.js (Line 454)

Public Methods

deltaAbsX() → {number}

Returns the absolute delta x value.

Returns
number -

The absolute delta value.

Source code: physics/ninja/Body.js (Line 381)

deltaAbsY() → {number}

Returns the absolute delta y value.

Returns
number -

The absolute delta value.

Source code: physics/ninja/Body.js (Line 391)

deltaX() → {number}

Returns the delta x value. The difference between Body.x now and in the previous step.

Returns
number -

The delta value. Positive if the motion was to the right, negative if to the left.

Source code: physics/ninja/Body.js (Line 401)

deltaY() → {number}

Returns the delta y value. The difference between Body.y now and in the previous step.

Returns
number -

The delta value. Positive if the motion was downwards, negative if upwards.

Source code: physics/ninja/Body.js (Line 411)

destroy()

Destroys this body's reference to the sprite and system, and destroys its shape.

Source code: physics/ninja/Body.js (Line 421)

<internal> postUpdate()

Internal method.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: physics/ninja/Body.js (Line 214)

<internal> preUpdate()

Internal method.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: physics/ninja/Body.js (Line 184)

render(context, body, color, filled)

Render Sprite's Body.

Parameters
Name Type Argument Default Description
context object

The context to render to.

body Phaser.Physics.Ninja.Body

The Body to render.

color string <optional>
'rgba(0,255,0,0.4)'

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

filled boolean <optional>
true

Render the shape as a filled (default, true) or a stroked (false)

Source code: physics/ninja/Body.js (Line 548)

reset()

Resets all Body values and repositions on the Sprite.

Source code: physics/ninja/Body.js (Line 365)

setZeroVelocity()

Stops all movement of this body.

Source code: physics/ninja/Body.js (Line 257)