These docs are for Phaser 2.4.8 Phaser 3 docs can be found on GitHub pages.
Phaser CE docs can be found on the Phaser CE Documentation site.

Constructor

Phaser.Physics.Arcade. Body

new Body(sprite)

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, acceleration, bounce values etc all on the Body.

Parameters
Name Type Description
sprite Phaser.Sprite

The Sprite object this physics body belongs to.

Source code: physics/arcade/Body.js (Line 15)

Public Properties

acceleration : Phaser.Point

The acceleration is the rate of change of the velocity. Measured in pixels per second squared.

Source code: physics/arcade/Body.js (Line 141)

allowGravity : boolean

Allow this Body to be influenced by gravity? Either world or local.

Default Value
  • true
Source code: physics/arcade/Body.js (Line 152)

allowRotation : boolean

Allow this Body to be rotated? (via angularVelocity, etc)

Default Value
  • true
Source code: physics/arcade/Body.js (Line 59)

[readonly] angle : number

The angle of the Body in radians, as calculated by its angularVelocity.

Source code: physics/arcade/Body.js (Line 217)

angularAcceleration : number

The angular acceleration is the rate of change of the angular velocity. Measured in radians per second squared.

Source code: physics/arcade/Body.js (Line 193)

angularDrag : number

The drag applied during the rotation of the Body.

Source code: physics/arcade/Body.js (Line 199)

angularVelocity : number

The angular velocity controls the rotation speed of the Body. It is measured in radians per second.

Source code: physics/arcade/Body.js (Line 187)

blocked : Object

This object is populated with boolean values when the Body collides with the World bounds or a Tile. For example if blocked.up is true then the Body cannot move up. An object containing on which faces this Body is blocked from moving, if any.

Source code: physics/arcade/Body.js (Line 311)

[readonly] bottom : number

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

Source code: physics/arcade/Body.js (Line 907)

bounce : Phaser.Point

The elasticity of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity.

Source code: physics/arcade/Body.js (Line 162)

[readonly] center : Phaser.Point

The center coordinate of the Physics Body.

Source code: physics/arcade/Body.js (Line 120)

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/arcade/Body.js (Line 291)

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/arcade/Body.js (Line 284)

customSeparateX : boolean

This flag allows you to disable the custom x separation that takes place by Physics.Arcade.separate. Used in combination with your own collision processHandler you can create whatever type of collision response you need. Use a custom separation system or the built-in one?

Source code: physics/arcade/Body.js (Line 252)

customSeparateY : boolean

This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate. Used in combination with your own collision processHandler you can create whatever type of collision response you need. Use a custom separation system or the built-in one?

Source code: physics/arcade/Body.js (Line 260)

deltaMax : Phaser.Point

The Sprite position is updated based on the delta x/y values. You can set a cap on those (both +-) using deltaMax.

Source code: physics/arcade/Body.js (Line 136)

dirty : boolean

If this Body in a preUpdate (true) or postUpdate (false) state?

Source code: physics/arcade/Body.js (Line 323)

drag : Phaser.Point

The drag applied to the motion of the Body.

Source code: physics/arcade/Body.js (Line 146)

embedded : boolean

If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each other?) this is set to true. Body embed value.

Source code: physics/arcade/Body.js (Line 278)

enable : boolean

A disabled body won't be checked for any form of collision or overlap or have its pre/post updates run.

Default Value
  • true
Source code: physics/arcade/Body.js (Line 36)

facing : number

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

Source code: physics/arcade/Body.js (Line 229)

friction : Phaser.Point

The amount of movement that will occur if another object 'rides' this one.

Source code: physics/arcade/Body.js (Line 181)

game : Phaser.Game

Local reference to game.

Source code: physics/arcade/Body.js (Line 25)

gravity : Phaser.Point

A local gravity applied to this Body. If non-zero this over rides any world gravity, unless Body.allowGravity is set to false.

Source code: physics/arcade/Body.js (Line 157)

[readonly] halfHeight : number

The calculated height / 2 of the physics body.

Source code: physics/arcade/Body.js (Line 114)

[readonly] halfWidth : number

The calculated width / 2 of the physics body.

Source code: physics/arcade/Body.js (Line 108)

[readonly] height : number

The calculated height of the physics body.

Source code: physics/arcade/Body.js (Line 84)

immovable : boolean

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

Source code: physics/arcade/Body.js (Line 235)

left : number

The x position of the Body. The same as Body.x.

Source code: physics/arcade/Body.js (Line 864)

mass : number

The mass of the Body. When two bodies collide their mass is used in the calculation to determine the exchange of velocity.

Default Value
  • 1
Source code: physics/arcade/Body.js (Line 211)

maxAngular : number

The maximum angular velocity in radians per second that the Body can reach.

Default Value
  • 1000
Source code: physics/arcade/Body.js (Line 205)

maxVelocity : Phaser.Point

The maximum velocity in pixels per second sq. that the Body can reach.

Source code: physics/arcade/Body.js (Line 176)

moves : boolean

If you have a Body that is being moved around the world via a tween or a Group motion, but its local x/y position never actually changes, then you should set Body.moves = false. Otherwise it will most likely fly off the screen. If you want the physics system to move the body around, then set moves to true. Set to true to allow the Physics system to move this Body, otherwise false to move it manually.

Default Value
  • true
Source code: physics/arcade/Body.js (Line 244)

[readonly] newVelocity : Phaser.Point

The new velocity. Calculated during the Body.preUpdate and applied to its position.

Source code: physics/arcade/Body.js (Line 131)

offset : Phaser.Point

The offset of the Physics Body from the Sprite x/y position.

Source code: physics/arcade/Body.js (Line 41)

overlapX : number

When this body collides with another, the amount of overlap is stored here. The amount of horizontal overlap during the collision.

Source code: physics/arcade/Body.js (Line 266)

overlapY : number

When this body collides with another, the amount of overlap is stored here. The amount of vertical overlap during the collision.

Source code: physics/arcade/Body.js (Line 272)

[readonly] position : Phaser.Point

The position of the physics body.

Source code: physics/arcade/Body.js (Line 47)

[readonly] preRotation : number

The previous rotation of the physics body.

Source code: physics/arcade/Body.js (Line 72)

[readonly] prev : Phaser.Point

The previous position of the physics body.

Source code: physics/arcade/Body.js (Line 53)

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

Source code: physics/arcade/Body.js (Line 878)

rotation : number

An Arcade Physics Body can have angularVelocity and angularAcceleration. Please understand that the collision Body itself never rotates, it is always axis-aligned. However these values are passed up to the parent Sprite and updates its rotation.

Source code: physics/arcade/Body.js (Line 66)

skipQuadTree : boolean

If true and you collide this Sprite against a Group, it will disable the collision check from using a QuadTree.

Source code: physics/arcade/Body.js (Line 328)

[readonly] sourceHeight : number

The un-scaled original size.

Source code: physics/arcade/Body.js (Line 96)

[readonly] sourceWidth : number

The un-scaled original size.

Source code: physics/arcade/Body.js (Line 90)

[readonly] speed : number

The speed of the Body as calculated by its velocity.

Source code: physics/arcade/Body.js (Line 223)

sprite : Phaser.Sprite

Reference to the parent Sprite.

Source code: physics/arcade/Body.js (Line 20)

syncBounds : boolean

If true the Body will check itself against the Sprite.getBounds() dimensions and adjust its width and height accordingly. If false it will compare its dimensions against the Sprite scale instead, and adjust its width height if the scale has changed. Typically you would need to enable syncBounds if your sprite is the child of a responsive display object such as a FlexLayer, or in any situation where the Sprite scale doesn't change, but its parents scale is effecting the dimensions regardless.

Source code: physics/arcade/Body.js (Line 338)

tilePadding : Phaser.Point

If this is an especially small or fast moving object then it can sometimes skip over tilemap collisions if it moves through a tile in a step. Set this padding value to add extra padding to its bounds. tilePadding.x applied to its width, y to its height. Extra padding to be added to this sprite's dimensions when checking for tile collision.

Source code: physics/arcade/Body.js (Line 318)

top : number

The y position of the Body. The same as Body.y.

Source code: physics/arcade/Body.js (Line 893)

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/arcade/Body.js (Line 298)

type : number

The type of physics system this body belongs to.

Source code: physics/arcade/Body.js (Line 30)

velocity : Phaser.Point

The velocity, or rate of change in speed of the Body. Measured in pixels per second.

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

wasTouching : Object

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

Source code: physics/arcade/Body.js (Line 304)

[readonly] width : number

The calculated width of the physics body.

Source code: physics/arcade/Body.js (Line 78)

worldBounce : Phaser.Point

The elasticity of the Body when colliding with the World bounds. By default this property is null, in which case Body.bounce is used instead. Set this property to a Phaser.Point object in order to enable a World bounds specific bounce value.

Source code: physics/arcade/Body.js (Line 170)

x : number

The x position.

Source code: physics/arcade/Body.js (Line 922)

y : number

The y position.

Source code: physics/arcade/Body.js (Line 941)

Public Methods

<internal> checkWorldBounds()

Internal method.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: physics/arcade/Body.js (Line 580)

deltaAbsX() → {number}

Returns the absolute delta x value.

Returns
number -

The absolute delta value.

Source code: physics/arcade/Body.js (Line 782)

deltaAbsY() → {number}

Returns the absolute delta y value.

Returns
number -

The absolute delta value.

Source code: physics/arcade/Body.js (Line 794)

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/arcade/Body.js (Line 806)

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/arcade/Body.js (Line 818)

deltaZ() → {number}

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

Returns
number -

The delta value. Positive if the motion was clockwise, negative if anti-clockwise.

Source code: physics/arcade/Body.js (Line 830)

destroy()

Destroys this Body.

First it calls Group.removeFromHash if the Game Object this Body belongs to is part of a Group. Then it nulls the Game Objects body reference, and nulls this Body.sprite reference.

Source code: physics/arcade/Body.js (Line 842)

hitTest(x, y) → {boolean}

Tests if a world point lies within this Body.

Parameters
Name Type Description
x number

The world x coordinate to test.

y number

The world y coordinate to test.

Returns
boolean -

True if the given coordinates are inside this Body, otherwise false.

Source code: physics/arcade/Body.js (Line 732)

onFloor() → {boolean}

Returns true if the bottom of this Body is in contact with either the world bounds or a tile.

Returns
boolean -

True if in contact with either the world bounds or a tile.

Source code: physics/arcade/Body.js (Line 746)

onTop() → {boolean}

Returns true if the top of this Body is in contact with either the world bounds or a tile.

Returns
boolean -

True if in contact with either the world bounds or a tile.

Source code: physics/arcade/Body.js (Line 758)

onWall() → {boolean}

Returns true if either side of this Body is in contact with either the world bounds or a tile.

Returns
boolean -

True if in contact with either the world bounds or a tile.

Source code: physics/arcade/Body.js (Line 770)

<internal> postUpdate()

Internal method.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: physics/arcade/Body.js (Line 500)

<internal> preUpdate()

Internal method.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: physics/arcade/Body.js (Line 418)

render(context, body, color, filled)

Render Sprite Body.

Parameters
Name Type Argument Default Description
context object

The context to render to.

body Phaser.Physics.Arcade.Body

The Body to render the info of.

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

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

filled boolean <optional>
true

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

Source code: physics/arcade/Body.js (Line 961)

renderBodyInfo(body, x, y, color)

Render Sprite Body Physics Data as text.

Parameters
Name Type Argument Default Description
body Phaser.Physics.Arcade.Body

The Body to render the info of.

x number

X position of the debug info to be rendered.

y number

Y position of the debug info to be rendered.

color string <optional>
'rgb(255,255,255)'

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

Source code: physics/arcade/Body.js (Line 989)

reset(x, y)

Resets all Body values (velocity, acceleration, rotation, etc)

Parameters
Name Type Description
x number

The new x position of the Body.

y number

The new y position of the Body.

Source code: physics/arcade/Body.js (Line 700)

setCircle(radius, offsetX, offsetY)

Sets this Body as using a circle, of the given radius, for all collision detection instead of a rectangle. The radius is given in pixels and is the distance from the center of the circle to the edge.

You can also control the x and y offset, which is the position of the Body relative to the top-left of the Sprite.

Parameters
Name Type Argument Description
radius number <optional>

The radius of the Body in pixels. Pass a value of zero / undefined, to stop the Body using a circle for collision.

offsetX number <optional>

The X offset of the Body from the Sprite position.

offsetY number <optional>

The Y offset of the Body from the Sprite position.

Source code: physics/arcade/Body.js (Line 659)

setSize(width, height, offsetX, offsetY)

You can modify the size of the physics Body to be any dimension you need. So it could be smaller or larger than the parent Sprite. You can also control the x and y offset, which is the position of the Body relative to the top-left of the Sprite.

Calling setSize will have no effect if you have previously used Body.setCircle. To change a collision circle use setCircle instead.

Parameters
Name Type Argument Description
width number

The width of the Body.

height number

The height of the Body.

offsetX number <optional>

The X offset of the Body from the Sprite position.

offsetY number <optional>

The Y offset of the Body from the Sprite position.

Source code: physics/arcade/Body.js (Line 623)

<internal> updateBounds()

Internal method.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: physics/arcade/Body.js (Line 374)