new Body(game, sprite, x, y, mass)
The Physics Body is typically linked to a single Sprite and defines properties that determine how the physics body is simulated. These properties affect how the body reacts to forces, what forces it generates on itself (to simulate friction), and how it reacts to collisions in the scene. In most cases, the properties are used to simulate physical effects. Each body also has its own property values that determine exactly how it reacts to forces and collisions in the scene. By default a single Rectangle shape is added to the Body that matches the dimensions of the parent Sprite. See addShape, removeShape, clearShapes to add extra shapes around the Body. Note: When bound to a Sprite to avoid single-pixel jitters on mobile devices we strongly recommend using Sprite sizes that are even on both axis, i.e. 128x128 not 127x127. Note: When a game object is given a P2 body it has its anchor x/y set to 0.5, so it becomes centered.
Parameters
Name | Type | Argument | Default | Description |
---|---|---|---|---|
game |
Phaser.Game | Game reference to the currently running game. |
||
sprite |
Phaser.Sprite |
<optional> |
The Sprite object this physics body belongs to. |
|
x |
number |
<optional> |
0 | The x coordinate of this Body. |
y |
number |
<optional> |
0 | The y coordinate of this Body. |
mass |
number |
<optional> |
1 | The default mass of this Body (0 = static). |
- Source code: physics/p2/Body.js (Line 23)
Public Properties
-
<static> DYNAMIC : number
-
Dynamic body. Dynamic bodies body can move and respond to collisions and forces.
- Source code: physics/p2/Body.js (Line 1464)
-
<static> KINEMATIC : number
-
Kinematic body. Kinematic bodies only moves according to its .velocity, and does not respond to collisions or force.
- Source code: physics/p2/Body.js (Line 1480)
-
<static> STATIC : number
-
Static body. Static bodies do not move, and they do not respond to forces or collision.
- Source code: physics/p2/Body.js (Line 1472)
-
allowSleep : boolean
-
-
- Source code: physics/p2/Body.js (Line 1569)
-
angle : number
-
The angle of the Body in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement Body.angle = 450 is the same as Body.angle = 90. If you wish to work in radians instead of degrees use the property Body.rotation instead. Working in radians is faster as it doesn't have to convert values. The angle of this Body in degrees.
- Source code: physics/p2/Body.js (Line 1592)
-
angularDamping : number
-
Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second. The angular damping acting acting on the body.
- Source code: physics/p2/Body.js (Line 1616)
-
angularForce : number
-
The angular force acting on the body.
- Source code: physics/p2/Body.js (Line 1637)
-
angularVelocity : number
-
The angular velocity of the body.
- Source code: physics/p2/Body.js (Line 1657)
-
collidesWith :array
-
Array of CollisionGroups that this Bodies shapes collide with.
- Source code: physics/p2/Body.js (Line 112)
-
collideWorldBounds : boolean
-
A Body can be set to collide against the World bounds automatically if this is set to true. Otherwise it will leave the World. Note that this only applies if your World has bounds! The response to the collision should be managed via CollisionMaterials. Also note that when you set this it will only effect Body shapes that already exist. If you then add further shapes to your Body after setting this it will not proactively set them to collide with the bounds. Should the Body collide with the World bounds?
- Source code: physics/p2/Body.js (Line 1915)
-
damping : number
-
Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second. The linear damping acting on the body in the velocity direction.
- Source code: physics/p2/Body.js (Line 1677)
-
<internal> data : p2.Body
-
The p2 Body data.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: physics/p2/Body.js (Line 59)
-
debug : boolean
-
Enable or disable debug drawing of this body
- Source code: physics/p2/Body.js (Line 1886)
-
debugBody : Phaser.Physics.P2.BodyDebug
-
Reference to the debug body.
- Source code: physics/p2/Body.js (Line 122)
-
dirty : boolean
-
Internally used by Sprite.x/y
- Source code: physics/p2/Body.js (Line 127)
-
dynamic : boolean
-
Returns true if the Body is dynamic. Setting Body.dynamic to 'false' will make it static.
- Source code: physics/p2/Body.js (Line 1511)
-
fixedRotation : boolean
-
-
- Source code: physics/p2/Body.js (Line 1698)
-
force : Phaser.Physics.P2.InversePointProxy
-
The force applied to the body.
- Source code: physics/p2/Body.js (Line 71)
-
game : Phaser.Game
-
Local reference to game.
- Source code: physics/p2/Body.js (Line 33)
-
gravity : Phaser.Point
-
A locally applied gravity force to the Body. Applied directly before the world step. NOTE: Not currently implemented.
- Source code: physics/p2/Body.js (Line 76)
-
[readonly] id : number
-
The Body ID. Each Body that has been added to the World has a unique ID.
- Source code: physics/p2/Body.js (Line 1871)
-
inertia : number
-
The inertia of the body around the Z axis..
- Source code: physics/p2/Body.js (Line 1721)
-
kinematic : boolean
-
Returns true if the Body is kinematic. Setting Body.kinematic to 'false' will make it static.
- Source code: physics/p2/Body.js (Line 1540)
-
mass : number
-
The mass of the body.
- Source code: physics/p2/Body.js (Line 1741)
-
motionState : number
-
The type of motion this body has. Should be one of: Body.STATIC (the body does not move), Body.DYNAMIC (body can move and respond to collisions) and Body.KINEMATIC (only moves according to its .velocity).
- Source code: physics/p2/Body.js (Line 1765)
-
offset : Phaser.Point
-
The offset of the Physics Body from the Sprite x/y position.
- Source code: physics/p2/Body.js (Line 53)
-
onBeginContact : Phaser.Signal
-
Dispatched when a first contact is created between shapes in two bodies. This event is fired during the step, so collision has already taken place.
The event will be sent 5 arguments in this order:
The Phaser.Physics.P2.Body it is in contact with. This might be null if the Body was created directly in the p2 world. The p2.Body this Body is in contact with. The Shape from this body that caused the contact. The Shape from the contact body. The Contact Equation data array.
- Source code: physics/p2/Body.js (Line 92)
-
onEndContact : Phaser.Signal
-
Dispatched when contact ends between shapes in two bodies. This event is fired during the step, so collision has already taken place.
The event will be sent 4 arguments in this order:
The Phaser.Physics.P2.Body it is in contact with. This might be null if the Body was created directly in the p2 world. The p2.Body this Body has ended contact with. The Shape from this body that caused the original contact. The Shape from the contact body.
- Source code: physics/p2/Body.js (Line 107)
-
removeNextStep : boolean
-
To avoid deleting this body during a physics step, and causing all kinds of problems, set removeNextStep to true to have it removed in the next preUpdate.
- Source code: physics/p2/Body.js (Line 117)
-
rotation : number
-
The angle of the Body in radians. If you wish to work in degrees instead of radians use the Body.angle property instead. Working in radians is faster as it doesn't have to convert values. The angle of this Body in radians.
- Source code: physics/p2/Body.js (Line 1788)
-
sleepSpeedLimit : number
-
.
- Source code: physics/p2/Body.js (Line 1811)
-
sprite : Phaser.Sprite
-
Reference to the parent Sprite.
- Source code: physics/p2/Body.js (Line 43)
-
static : boolean
-
Returns true if the Body is static. Setting Body.static to 'false' will make it dynamic.
- Source code: physics/p2/Body.js (Line 1482)
-
type : number
-
The type of physics system this body belongs to.
- Source code: physics/p2/Body.js (Line 48)
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velocity : Phaser.Physics.P2.InversePointProxy
-
The velocity of the body. Set velocity.x to a negative value to move to the left, position to the right. velocity.y negative values move up, positive move down.
- Source code: physics/p2/Body.js (Line 66)
-
world : Phaser.Physics.P2
-
Local reference to the P2 World.
- Source code: physics/p2/Body.js (Line 38)
-
x : number
-
The x coordinate of this Body.
- Source code: physics/p2/Body.js (Line 1831)
-
y : number
-
The y coordinate of this Body.
- Source code: physics/p2/Body.js (Line 1851)
Public Methods
-
addCapsule(length, radius, offsetX, offsetY, rotation) → {p2.Capsule}
-
Adds a Capsule shape to this Body. You can control the offset from the center of the body and the rotation.
Parameters
Name Type Argument Default Description length
number The distance between the end points in pixels.
radius
number Radius of the capsule in pixels.
offsetX
number <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetY
number <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotation
number <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
Returns
p2.Capsule -The Capsule shape that was added to the Body.
- Source code: physics/p2/Body.js (Line 1074)
-
addCircle(radius, offsetX, offsetY, rotation) → {p2.Circle}
-
Adds a Circle shape to this Body. You can control the offset from the center of the body and the rotation.
Parameters
Name Type Argument Default Description radius
number The radius of this circle (in pixels)
offsetX
number <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetY
number <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotation
number <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
Returns
p2.Circle -The Circle shape that was added to the Body.
- Source code: physics/p2/Body.js (Line 983)
-
addFixture(fixtureData) → {array}
-
Add a polygon fixture. This is used during #loadPolygon.
Parameters
Name Type Description fixtureData
string The data for the fixture. It contains: isSensor, filter (collision) and the actual polygon shapes.
Returns
array -An array containing the generated shapes for the given polygon.
- Source code: physics/p2/Body.js (Line 1316)
-
addLine(length, offsetX, offsetY, rotation) → {p2.Line}
-
Adds a Line shape to this Body. The line shape is along the x direction, and stretches from [-length/2, 0] to [length/2,0]. You can control the offset from the center of the body and the rotation.
Parameters
Name Type Argument Default Description length
number The length of this line (in pixels)
offsetX
number <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetY
number <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotation
number <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
Returns
p2.Line -The Line shape that was added to the Body.
- Source code: physics/p2/Body.js (Line 1054)
-
addParticle(offsetX, offsetY, rotation) → {p2.Particle}
-
Adds a Particle shape to this Body. You can control the offset from the center of the body and the rotation.
Parameters
Name Type Argument Default Description offsetX
number <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetY
number <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotation
number <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
Returns
p2.Particle -The Particle shape that was added to the Body.
- Source code: physics/p2/Body.js (Line 1037)
-
addPhaserPolygon(key, object) → {Array}
-
Reads the shape data from a physics data file stored in the Game.Cache and adds it as a polygon to this Body. The shape data format is based on the output of the custom phaser exporter for PhysicsEditor
Parameters
Name Type Description key
string The key of the Physics Data file as stored in Game.Cache.
object
string The key of the object within the Physics data file that you wish to load the shape data from.
Returns
Array -A list of created fixtures to be used with Phaser.Physics.P2.FixtureList
- Source code: physics/p2/Body.js (Line 1276)
-
addPlane(offsetX, offsetY, rotation) → {p2.Plane}
-
Adds a Plane shape to this Body. The plane is facing in the Y direction. You can control the offset from the center of the body and the rotation.
Parameters
Name Type Argument Default Description offsetX
number <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetY
number <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotation
number <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
Returns
p2.Plane -The Plane shape that was added to the Body.
- Source code: physics/p2/Body.js (Line 1020)
-
addPolygon(options, points) → {boolean}
-
Reads a polygon shape path, and assembles convex shapes from that and puts them at proper offset points. The shape must be simple and without holes. This function expects the x.y values to be given in pixels. If you want to provide them at p2 world scales then call Body.data.fromPolygon directly.
Parameters
Name Type Description options
object An object containing the build options:
Properties
Name Type Argument Default Description optimalDecomp
boolean <optional>
false Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices.
skipSimpleCheck
boolean <optional>
false Set to true if you already know that the path is not intersecting itself.
removeCollinearPoints
boolean | number <optional>
false Set to a number (angle threshold value) to remove collinear points, or false to keep all points.
points
Array.<number> | number An array of 2d vectors that form the convex or concave polygon. Either [[0,0], [0,1],...] or a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arguments passed can be flat x,y values e.g.
setPolygon(options, x,y, x,y, x,y, ...)
wherex
andy
are numbers.Returns
boolean -True on success, else false.
- Source code: physics/p2/Body.js (Line 1094)
-
addRectangle(width, height, offsetX, offsetY, rotation) → {p2.Box}
-
Adds a Rectangle shape to this Body. You can control the offset from the center of the body and the rotation.
Parameters
Name Type Argument Default Description width
number The width of the rectangle in pixels.
height
number The height of the rectangle in pixels.
offsetX
number <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetY
number <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotation
number <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
Returns
p2.Box -The shape that was added to the Body.
- Source code: physics/p2/Body.js (Line 1001)
-
addShape(shape, offsetX, offsetY, rotation) → {p2.Shape}
-
Add a shape to the body. You can pass a local transform when adding a shape, so that the shape gets an offset and an angle relative to the body center of mass. Will automatically update the mass properties and bounding radius. If this Body had a previously set Collision Group you will need to re-apply it to the new Shape this creates.
Parameters
Name Type Argument Default Description shape
p2.Shape The shape to add to the body.
offsetX
number <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetY
number <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotation
number <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
Returns
p2.Shape -The shape that was added to the body.
- Source code: physics/p2/Body.js (Line 958)
-
addToWorld()
-
Adds this physics body to the world.
- Source code: physics/p2/Body.js (Line 870)
-
adjustCenterOfMass()
-
Moves the shape offsets so their center of mass becomes the body center of mass.
- Source code: physics/p2/Body.js (Line 490)
-
applyDamping(dt)
-
Apply damping, see http://code.google.com/p/bullet/issues/detail?id=74 for details.
Parameters
Name Type Description dt
number Current time step.
- Source code: physics/p2/Body.js (Line 516)
-
applyForce(force, worldX, worldY)
-
Apply force to a world point.
This could for example be a point on the RigidBody surface. Applying force this way will add to Body.force and Body.angularForce.
Parameters
Name Type Description force
Float32Array | Array The force vector to add.
worldX
number The world x point to apply the force on.
worldY
number The world y point to apply the force on.
- Source code: physics/p2/Body.js (Line 561)
-
applyImpulse(impulse, worldX, worldY)
-
Apply impulse to a point relative to the body. This could for example be a point on the Body surface. An impulse is a force added to a body during a short period of time (impulse = force * time). Impulses will be added to Body.velocity and Body.angularVelocity.
Parameters
Name Type Description impulse
Float32Array | Array The impulse vector to add, oriented in world space.
worldX
number A point relative to the body in world space. If not given, it is set to zero and all of the impulse will be exerted on the center of mass.
worldY
number A point relative to the body in world space. If not given, it is set to zero and all of the impulse will be exerted on the center of mass.
- Source code: physics/p2/Body.js (Line 528)
-
applyImpulseLocal(impulse, localX, localY)
-
Apply impulse to a point local to the body.
This could for example be a point on the Body surface. An impulse is a force added to a body during a short period of time (impulse = force * time). Impulses will be added to Body.velocity and Body.angularVelocity.
Parameters
Name Type Description impulse
Float32Array | Array The impulse vector to add, oriented in local space.
localX
number A local point on the body.
localY
number A local point on the body.
- Source code: physics/p2/Body.js (Line 544)
-
clearCollision(clearGroup, clearMask, shape)
-
Clears the collision data from the shapes in this Body. Optionally clears Group and/or Mask.
Parameters
Name Type Argument Default Description clearGroup
boolean <optional>
true Clear the collisionGroup value from the shape/s?
clearMask
boolean <optional>
true Clear the collisionMask value from the shape/s?
shape
p2.Shape <optional>
An optional Shape. If not provided the collision data will be cleared from all Shapes in this Body.
- Source code: physics/p2/Body.js (Line 323)
-
clearShapes()
-
Removes all Shapes from this Body.
- Source code: physics/p2/Body.js (Line 940)
-
collides(group, callback, callbackContext, shape)
-
Adds the given CollisionGroup, or array of CollisionGroups, to the list of groups that this body will collide with and updates the collision masks.
Parameters
Name Type Argument Description group
Phaser.Physics.CollisionGroup | array The Collision Group or Array of Collision Groups that this Bodies shapes will collide with.
callback
function <optional>
Optional callback that will be triggered when this Body impacts with the given Group.
callbackContext
object <optional>
The context under which the callback will be called.
shape
p2.Shape <optional>
An optional Shape. If not provided the collision mask will be added to all Shapes in this Body.
- Source code: physics/p2/Body.js (Line 435)
-
createBodyCallback(object, callback, callbackContext)
-
Sets a callback to be fired any time a shape in this Body impacts with a shape in the given Body. The impact test is performed against body.id values. The callback will be sent 4 parameters: This body, the body that impacted, the Shape in this body and the shape in the impacting body. Note that the impact event happens after collision resolution, so it cannot be used to prevent a collision from happening. It also happens mid-step. So do not destroy a Body during this callback, instead set safeDestroy to true so it will be killed on the next preUpdate.
Parameters
Name Type Description object
Phaser.Sprite | Phaser.TileSprite | Phaser.Physics.P2.Body | p2.Body The object to send impact events for.
callback
function The callback to fire on impact. Set to null to clear a previously set callback.
callbackContext
object The context under which the callback will fire.
- Source code: physics/p2/Body.js (Line 180)
-
createGroupCallback(group, callback, callbackContext)
-
Sets a callback to be fired any time this Body impacts with the given Group. The impact test is performed against shape.collisionGroup values. The callback will be sent 4 parameters: This body, the body that impacted, the Shape in this body and the shape in the impacting body. This callback will only fire if this Body has been assigned a collision group. Note that the impact event happens after collision resolution, so it cannot be used to prevent a collision from happening. It also happens mid-step. So do not destroy a Body during this callback, instead set safeDestroy to true so it will be killed on the next preUpdate.
Parameters
Name Type Description group
Phaser.Physics.CollisionGroup The Group to send impact events for.
callback
function The callback to fire on impact. Set to null to clear a previously set callback.
callbackContext
object The context under which the callback will fire.
- Source code: physics/p2/Body.js (Line 220)
-
destroy()
-
Destroys this Body and all references it holds to other objects.
- Source code: physics/p2/Body.js (Line 909)
-
getCollisionMask() → {number}
-
Gets the collision bitmask from the groups this body collides with.
Returns
number -The bitmask.
- Source code: physics/p2/Body.js (Line 247)
-
getVelocityAtPoint(result, relativePoint) → {Array}
-
Gets the velocity of a point in the body.
Parameters
Name Type Description result
Array A vector to store the result in.
relativePoint
Array A world oriented vector, indicating the position of the point to get the velocity from.
Returns
Array -The result vector.
- Source code: physics/p2/Body.js (Line 502)
-
loadPolygon(key, object) → {boolean}
-
Reads the shape data from a physics data file stored in the Game.Cache and adds it as a polygon to this Body.
As well as reading the data from the Cache you can also pass
null
as the first argument and a physics data object as the second. When doing this you must ensure the structure of the object is correct in advance.For more details see the format of the Lime / Corona Physics Editor export.
Parameters
Name Type Description key
string The key of the Physics Data file as stored in Game.Cache. Alternatively set to
null
and pass the data as the 2nd argument.object
string | object The key of the object within the Physics data file that you wish to load the shape data from, or if key is null pass the actual physics data object itself as this parameter.
Returns
boolean -True on success, else false.
- Source code: physics/p2/Body.js (Line 1388)
-
moveBackward(speed)
-
Moves the Body backwards based on its current angle and the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters
Name Type Description speed
number The speed at which it should move backwards.
- Source code: physics/p2/Body.js (Line 691)
-
moveDown(speed)
-
If this Body is dynamic then this will move it down by setting its y velocity to the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters
Name Type Description speed
number The speed at which it should move down, in pixels per second.
- Source code: physics/p2/Body.js (Line 781)
-
moveForward(speed)
-
Moves the Body forwards based on its current angle and the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters
Name Type Description speed
number The speed at which it should move forwards.
- Source code: physics/p2/Body.js (Line 674)
-
moveLeft(speed)
-
If this Body is dynamic then this will move it to the left by setting its x velocity to the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters
Name Type Description speed
number The speed at which it should move to the left, in pixels per second.
- Source code: physics/p2/Body.js (Line 742)
-
moveRight(speed)
-
If this Body is dynamic then this will move it to the right by setting its x velocity to the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters
Name Type Description speed
number The speed at which it should move to the right, in pixels per second.
- Source code: physics/p2/Body.js (Line 755)
-
moveUp(speed)
-
If this Body is dynamic then this will move it up by setting its y velocity to the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters
Name Type Description speed
number The speed at which it should move up, in pixels per second.
- Source code: physics/p2/Body.js (Line 768)
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<internal> postUpdate()
-
Internal method. This is called directly before the sprites are sent to the renderer and after the update function has finished.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: physics/p2/Body.js (Line 812)
-
<internal> preUpdate()
-
Internal method. This is called directly before the sprites are sent to the renderer and after the update function has finished.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: physics/p2/Body.js (Line 794)
-
removeCollisionGroup(group, clearCallback, shape)
-
Removes the given CollisionGroup, or array of CollisionGroups, from the list of groups that this body will collide with and updates the collision masks.
Parameters
Name Type Argument Default Description group
Phaser.Physics.CollisionGroup | array The Collision Group or Array of Collision Groups that this Bodies shapes should not collide with anymore.
clearCallback
boolean <optional>
true Clear the callback that will be triggered when this Body impacts with the given Group?
shape
p2.Shape <optional>
An optional Shape. If not provided the updated collision mask will be added to all Shapes in this Body.
- Source code: physics/p2/Body.js (Line 371)
-
removeFromWorld()
-
Removes this physics body from the world.
- Source code: physics/p2/Body.js (Line 895)
-
removeShape(shape) → {boolean}
-
Remove a shape from the body. Will automatically update the mass properties and bounding radius.
Parameters
Name Type Description shape
p2.Circle | p2.Rectangle | p2.Plane | p2.Line | p2.Particle The shape to remove from the body.
Returns
boolean -True if the shape was found and removed, else false.
- Source code: physics/p2/Body.js (Line 1160)
-
reset(x, y, resetDamping, resetMass)
-
Resets the Body force, velocity (linear and angular) and rotation. Optionally resets damping and mass.
Parameters
Name Type Argument Default Description x
number The new x position of the Body.
y
number The new x position of the Body.
resetDamping
boolean <optional>
false Resets the linear and angular damping.
resetMass
boolean <optional>
false Sets the Body mass back to 1.
- Source code: physics/p2/Body.js (Line 837)
-
reverse(speed)
-
Applies a force to the Body that causes it to 'thrust' backwards (in reverse), based on its current angle and the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters
Name Type Description speed
number The speed at which it should reverse.
- Source code: physics/p2/Body.js (Line 725)
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rotateLeft(speed)
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This will rotate the Body by the given speed to the left (counter-clockwise).
Parameters
Name Type Description speed
number The speed at which it should rotate.
- Source code: physics/p2/Body.js (Line 650)
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rotateRight(speed)
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This will rotate the Body by the given speed to the left (clockwise).
Parameters
Name Type Description speed
number The speed at which it should rotate.
- Source code: physics/p2/Body.js (Line 662)
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setCircle(radius, offsetX, offsetY, rotation)
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Clears any previously set shapes. Then creates a new Circle shape and adds it to this Body. If this Body had a previously set Collision Group you will need to re-apply it to the new Shape this creates.
Parameters
Name Type Argument Default Description radius
number The radius of this circle (in pixels)
offsetX
number <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetY
number <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotation
number <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
- Source code: physics/p2/Body.js (Line 1176)
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setCollisionGroup(group, shape)
-
Sets the given CollisionGroup to be the collision group for all shapes in this Body, unless a shape is specified. This also resets the collisionMask.
Parameters
Name Type Argument Description group
Phaser.Physics.CollisionGroup The Collision Group that this Bodies shapes will use.
shape
p2.Shape <optional>
An optional Shape. If not provided the collision group will be added to all Shapes in this Body.
- Source code: physics/p2/Body.js (Line 295)
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setMaterial(material, shape)
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Adds the given Material to all Shapes that belong to this Body. If you only wish to apply it to a specific Shape in this Body then provide that as the 2nd parameter.
Parameters
Name Type Argument Description material
Phaser.Physics.P2.Material The Material that will be applied.
shape
p2.Shape <optional>
An optional Shape. If not provided the Material will be added to all Shapes in this Body.
- Source code: physics/p2/Body.js (Line 1238)
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setRectangle(width, height, offsetX, offsetY, rotation) → {p2.Rectangle}
-
Clears any previously set shapes. The creates a new Rectangle shape at the given size and offset, and adds it to this Body. If you wish to create a Rectangle to match the size of a Sprite or Image see Body.setRectangleFromSprite. If this Body had a previously set Collision Group you will need to re-apply it to the new Shape this creates.
Parameters
Name Type Argument Default Description width
number <optional>
16 The width of the rectangle in pixels.
height
number <optional>
16 The height of the rectangle in pixels.
offsetX
number <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetY
number <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotation
number <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
Returns
p2.Rectangle -The Rectangle shape that was added to the Body.
- Source code: physics/p2/Body.js (Line 1194)
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setRectangleFromSprite(sprite) → {p2.Rectangle}
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Clears any previously set shapes. Then creates a Rectangle shape sized to match the dimensions and orientation of the Sprite given. If no Sprite is given it defaults to using the parent of this Body. If this Body had a previously set Collision Group you will need to re-apply it to the new Shape this creates.
Parameters
Name Type Argument Description sprite
Phaser.Sprite | Phaser.Image <optional>
The Sprite on which the Rectangle will get its dimensions.
Returns
p2.Rectangle -The Rectangle shape that was added to the Body.
- Source code: physics/p2/Body.js (Line 1218)
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setZeroDamping()
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Sets the Body damping and angularDamping to zero.
- Source code: physics/p2/Body.js (Line 612)
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setZeroForce()
-
Sets the force on the body to zero.
- Source code: physics/p2/Body.js (Line 578)
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setZeroRotation()
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If this Body is dynamic then this will zero its angular velocity.
- Source code: physics/p2/Body.js (Line 589)
-
setZeroVelocity()
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If this Body is dynamic then this will zero its velocity on both axis.
- Source code: physics/p2/Body.js (Line 600)
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shapeChanged()
-
Updates the debug draw if any body shapes change.
- Source code: physics/p2/Body.js (Line 1262)
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thrust(speed)
-
Applies a force to the Body that causes it to 'thrust' forwards, based on its current angle and the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters
Name Type Description speed
number The speed at which it should thrust.
- Source code: physics/p2/Body.js (Line 708)
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toLocalFrame(out, worldPoint)
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Transform a world point to local body frame.
Parameters
Name Type Description out
Float32Array | Array The vector to store the result in.
worldPoint
Float32Array | Array The input world vector.
- Source code: physics/p2/Body.js (Line 624)
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toWorldFrame(out, localPoint)
-
Transform a local point to world frame.
Parameters
Name Type Description out
Array The vector to store the result in.
localPoint
Array The input local vector.
- Source code: physics/p2/Body.js (Line 637)
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updateCollisionMask(shape)
-
Updates the collisionMask.
Parameters
Name Type Argument Description shape
p2.Shape <optional>
An optional Shape. If not provided the collision group will be added to all Shapes in this Body.
- Source code: physics/p2/Body.js (Line 271)