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These archived docs are for Phaser 2.4.7 Phaser 3 docs can be found on newdocs.phaser.io.
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Constructor

Phaser.Physics.Ninja. Circle

new Circle(body, x, y, radius)

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

Parameters
Name Type 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.

radius number

The radius of this Circle.

Source code: physics/ninja/Circle.js (Line 19)

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/Circle.js (Line 24)

circleTileProjections : Object

All of the collision response handlers.

Source code: physics/ninja/Circle.js (Line 90)

[readonly] height : number

The height.

Source code: physics/ninja/Circle.js (Line 68)

oldpos : Phaser.Point

The position of this object in the previous update.

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

pos : Phaser.Point

The position of this object.

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

radius : number

The radius of this circle shape.

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

system : Phaser.Physics.Ninja

A reference to the physics system.

Source code: physics/ninja/Circle.js (Line 29)

velocity : Phaser.Point

The velocity of this object.

Source code: physics/ninja/Circle.js (Line 85)

[readonly] width : number

The width.

Source code: physics/ninja/Circle.js (Line 62)

[readonly] xw : number

Half the width.

Source code: physics/ninja/Circle.js (Line 50)

[readonly] yw

Properties:
Name Type Description
xw number

Half the height.

Source code: physics/ninja/Circle.js (Line 56)

Public Methods

collideCircleVsTile(t) → {boolean}

Collides this Circle with a Tile.

Parameters
Name Type Description
t Phaser.Physics.Ninja.Tile

The Tile involved in the collision.

Returns
boolean -

True if they collide, otherwise false.

Source code: physics/ninja/Circle.js (Line 248)

collideWorldBounds()

Collides this Circle against the world bounds.

Source code: physics/ninja/Circle.js (Line 207)

destroy()

Destroys this Circle's reference to Body and System

Source code: physics/ninja/Circle.js (Line 2612)

integrate()

Updates this Circles position.

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

projCircle_22DegB(x, y, oH, oV, obj, t) → {number}

Resolves 22 Degree tile collision.

Parameters
Name Type Description
x number

Penetration depth on the x axis.

y number

Penetration depth on the y axis.

oH number

Grid / voronoi region.

oV number

Grid / voronoi region.

obj Phaser.Physics.Ninja.Circle

The Circle involved in the collision.

t Phaser.Physics.Ninja.Tile

The Tile involved in the collision.

Returns
number -

The result of the collision.

Source code: physics/ninja/Circle.js (Line 1719)

projCircle_22DegS(x, y, oH, oV, obj, t) → {number}

Resolves 22 Degree tile collision.

Parameters
Name Type Description
x number

Penetration depth on the x axis.

y number

Penetration depth on the y axis.

oH number

Grid / voronoi region.

oV number

Grid / voronoi region.

obj Phaser.Physics.Ninja.Circle

The Circle involved in the collision.

t Phaser.Physics.Ninja.Tile

The Tile involved in the collision.

Returns
number -

The result of the collision.

Source code: physics/ninja/Circle.js (Line 1427)

projCircle_45Deg(x, y, oH, oV, obj, t) → {number}

Resolves 45 Degree tile collision.

Parameters
Name Type Description
x number

Penetration depth on the x axis.

y number

Penetration depth on the y axis.

oH number

Grid / voronoi region.

oV number

Grid / voronoi region.

obj Phaser.Physics.Ninja.Circle

The Circle involved in the collision.

t Phaser.Physics.Ninja.Tile

The Tile involved in the collision.

Returns
number -

The result of the collision.

Source code: physics/ninja/Circle.js (Line 447)

projCircle_67DegB(x, y, oH, oV, obj, t) → {number}

Resolves 67 Degree tile collision.

Parameters
Name Type Description
x number

Penetration depth on the x axis.

y number

Penetration depth on the y axis.

oH number

Grid / voronoi region.

oV number

Grid / voronoi region.

obj Phaser.Physics.Ninja.Circle

The Circle involved in the collision.

t Phaser.Physics.Ninja.Tile

The Tile involved in the collision.

Returns
number -

The result of the collision.

Source code: physics/ninja/Circle.js (Line 2307)

projCircle_67DegS(x, y, oH, oV, obj, t) → {number}

Resolves 67 Degree tile collision.

Parameters
Name Type Description
x number

Penetration depth on the x axis.

y number

Penetration depth on the y axis.

oH number

Grid / voronoi region.

oV number

Grid / voronoi region.

obj Phaser.Physics.Ninja.Circle

The Circle involved in the collision.

t Phaser.Physics.Ninja.Tile

The Tile involved in the collision.

Returns
number -

The result of the collision.

Source code: physics/ninja/Circle.js (Line 2022)

projCircle_Concave(x, y, oH, oV, obj, t) → {number}

Resolves Concave tile collision.

Parameters
Name Type Description
x number

Penetration depth on the x axis.

y number

Penetration depth on the y axis.

oH number

Grid / voronoi region.

oV number

Grid / voronoi region.

obj Phaser.Physics.Ninja.Circle

The Circle involved in the collision.

t Phaser.Physics.Ninja.Tile

The Tile involved in the collision.

Returns
number -

The result of the collision.

Source code: physics/ninja/Circle.js (Line 717)

projCircle_Convex(x, y, oH, oV, obj, t) → {number}

Resolves Convex tile collision.

Parameters
Name Type Description
x number

Penetration depth on the x axis.

y number

Penetration depth on the y axis.

oH number

Grid / voronoi region.

oV number

Grid / voronoi region.

obj Phaser.Physics.Ninja.Circle

The Circle involved in the collision.

t Phaser.Physics.Ninja.Tile

The Tile involved in the collision.

Returns
number -

The result of the collision.

Source code: physics/ninja/Circle.js (Line 951)

projCircle_Full(x, y, oH, oV, obj, t) → {number}

Resolves Full tile collision.

Parameters
Name Type Description
x number

Penetration depth on the x axis.

y number

Penetration depth on the y axis.

oH number

Grid / voronoi region.

oV number

Grid / voronoi region.

obj Phaser.Physics.Ninja.Circle

The Circle involved in the collision.

t Phaser.Physics.Ninja.Tile

The Tile involved in the collision.

Returns
number -

The result of the collision.

Source code: physics/ninja/Circle.js (Line 335)

projCircle_Half(x, y, oH, oV, obj, t) → {number}

Resolves Half tile collision.

Parameters
Name Type Description
x number

Penetration depth on the x axis.

y number

Penetration depth on the y axis.

oH number

Grid / voronoi region.

oV number

Grid / voronoi region.

obj Phaser.Physics.Ninja.Circle

The Circle involved in the collision.

t Phaser.Physics.Ninja.Tile

The Tile involved in the collision.

Returns
number -

The result of the collision.

Source code: physics/ninja/Circle.js (Line 1193)

render(context, xOffset, yOffset, color, filled)

Render this circle for debugging purposes.

Parameters
Name Type Description
context object

The context to render to.

xOffset number

X offset from circle's position to render at.

yOffset number

Y offset from circle's position to render at.

color string

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

filled boolean

Render the shape as solid (true) or hollow (false).

Source code: physics/ninja/Circle.js (Line 2622)

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 Circle collided with

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

resolveCircleTile(x, y, oH, oV, obj, t) → {number}

Resolves tile collision.

Parameters
Name Type Description
x number

Penetration depth on the x axis.

y number

Penetration depth on the y axis.

oH number

Grid / voronoi region.

oV number

Grid / voronoi region.

obj Phaser.Physics.Ninja.Circle

The Circle involved in the collision.

t Phaser.Physics.Ninja.Tile

The Tile involved in the collision.

Returns
number -

The result of the collision.

Source code: physics/ninja/Circle.js (Line 310)