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. |
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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. |
- 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)
-
[readonly] right : number
-
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)
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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)