These archived docs are for Phaser 2.6.1 Phaser 3 docs can be found on newdocs.phaser.io.
Phaser CE docs can be found on the Phaser CE Documentation site.

## Constructor

#### 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.

### Public Properties

#### acceleration : Phaser.Point

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

#### allowGravity : boolean

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

Default Value
• true

#### allowRotation : boolean

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

Default Value
• true

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

#### angularAcceleration : number

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

#### angularDrag : number

The drag applied during the rotation of the Body.

#### angularVelocity : number

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

#### 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.

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

#### 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.

The center coordinate of the Physics Body.

#### 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.

#### 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?

#### 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?

#### 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?

#### 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.

#### dirty : boolean

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

#### drag : Phaser.Point

The drag applied to the motion of the Body.

#### 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.

#### 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

#### facing : number

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

#### friction : Phaser.Point

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

#### game : Phaser.Game

Local reference to game.

#### 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.

The calculated height / 2 of the physics body.

The calculated width / 2 of the physics body.

The calculated height of the physics body.

#### immovable : boolean

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

If `true` this Body is using circular collision detection. If `false` it is using rectangular. Use `Body.setCircle` to control the collision shape this Body uses.

#### isMoving : boolean

Set by the `moveTo` and `moveFrom` methods.

#### left : number

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

#### 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

#### maxAngular : number

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

Default Value
• 1000

#### maxVelocity : Phaser.Point

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

#### movementCallback : Function

Optional callback. If set, invoked during the running of `moveTo` or `moveFrom` events.

#### movementCallbackContext : Object

Context in which to call the movementCallback.

#### 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

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

#### offset : Phaser.Point

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

#### onCollide : Phaser.Signal

A Signal that is dispatched when this Body collides with another Body.

You still need to call `game.physics.arcade.collide` in your `update` method in order for this signal to be dispatched.

Usually you'd pass a callback to the `collide` method, but this signal provides for a different level of notification.

Due to the potentially high volume of signals this could create it is disabled by default.

To use this feature set this property to a Phaser.Signal: `sprite.body.onCollide = new Phaser.Signal()` and it will be called when a collision happens, passing two arguments: the sprites which collided. The first sprite in the argument is always the owner of this Body.

If two Bodies with this Signal set collide, both will dispatch the Signal.

#### onMoveComplete : Phaser.Signal

Listen for the completion of `moveTo` or `moveFrom` events.

#### onOverlap : Phaser.Signal

A Signal that is dispatched when this Body overlaps with another Body.

You still need to call `game.physics.arcade.overlap` in your `update` method in order for this signal to be dispatched.

Usually you'd pass a callback to the `overlap` method, but this signal provides for a different level of notification.

Due to the potentially high volume of signals this could create it is disabled by default.

To use this feature set this property to a Phaser.Signal: `sprite.body.onOverlap = new Phaser.Signal()` and it will be called when a collision happens, passing two arguments: the sprites which collided. The first sprite in the argument is always the owner of this Body.

If two Bodies with this Signal set collide, both will dispatch the Signal.

#### onWorldBounds : Phaser.Signal

A Signal that is dispatched when this Body collides with the world bounds. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: `sprite.body.onWorldBounds = new Phaser.Signal()` and it will be called when a collision happens, passing five arguments: `onWorldBounds(sprite, up, down, left, right)` where the Sprite is a reference to the Sprite that owns this Body, and the other arguments are booleans indicating on which side of the world the Body collided.

#### overlapR : number

If `Body.isCircle` is true, and this body collides with another circular body, the amount of overlap is stored here. The amount of overlap during the collision.

#### overlapX : number

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

#### overlapY : number

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

The position of the physics body.

The previous rotation of the physics body.

The previous position of the physics body.

The radius of the circular collision shape this Body is using if Body.setCircle has been enabled. If you wish to change the radius then call `setCircle` again with the new value. If you wish to stop the Body using a circle then call `setCircle` with a radius of zero (or undefined).

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

#### 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.

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

The un-scaled original size.

The un-scaled original size.

The speed of the Body as calculated by its velocity.

#### sprite : Phaser.Sprite

Reference to the parent Sprite.

#### stopVelocityOnCollide : boolean

Set by the `moveTo` and `moveFrom` methods.

#### 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.

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.

#### top : number

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

#### 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.

#### type : number

The type of physics system this body belongs to.

#### velocity : Phaser.Point

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

#### wasTouching : Object

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

The calculated width of the physics body.

#### 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.

The x position.

The y position.

### Public Methods

#### <internal> checkWorldBounds() → {boolean}

Internal method.

##### Returns
boolean -

True if the Body collided with the world bounds, otherwise false.

Internal:
• This member is internal (protected) and may be modified or removed in the future.

#### deltaAbsX() → {number}

Returns the absolute delta x value.

##### Returns
number -

The absolute delta value.

#### deltaAbsY() → {number}

Returns the absolute delta y value.

##### Returns
number -

The absolute delta value.

#### 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.

#### 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.

#### 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.

#### 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.

#### getBounds(obj) → {object}

Returns the bounds of this physics body.

Only used internally by the World collision methods.

##### Parameters
Name Type Description
`obj` object

The object in which to set the bounds values.

##### Returns
object -

The object that was given to this method.

#### 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.

#### moveFrom(duration, speed, direction) → {boolean}

Note: This method is experimental, and may be changed or removed in a future release.

This method moves the Body in the given direction, for the duration specified. It works by setting the velocity on the Body, and an internal timer, and then monitoring the duration each frame. When the duration is up the movement is stopped and the `Body.onMoveComplete` signal is dispatched.

Movement also stops if the Body collides or overlaps with any other Body.

You can control if the velocity should be reset to zero on collision, by using the property `Body.stopVelocityOnCollide`.

Stop the movement at any time by calling `Body.stopMovement`.

You can optionally set a speed in pixels per second. If not specified it will use the current `Body.speed` value. If this is zero, the function will return false.

Please note that due to browser timings you should allow for a variance in when the duration will actually expire. Depending on system it may be as much as +- 50ms. Also this method doesn't take into consideration any other forces acting on the Body, such as Gravity, drag or maxVelocity, all of which may impact the movement.

##### Parameters
Name Type Argument Description
`duration` integer

The duration of the movement, in ms.

`speed` integer <optional>

The speed of the movement, in pixels per second. If not provided `Body.speed` is used.

`direction` integer <optional>

The angle of movement. If not provided `Body.angle` is used.

##### Returns
boolean -

True if the movement successfully started, otherwise false.

#### moveTo(duration, distance, direction) → {boolean}

Note: This method is experimental, and may be changed or removed in a future release.

This method moves the Body in the given direction, for the duration specified. It works by setting the velocity on the Body, and an internal distance counter. The distance is monitored each frame. When the distance equals the distance specified in this call, the movement is stopped, and the `Body.onMoveComplete` signal is dispatched.

Movement also stops if the Body collides or overlaps with any other Body.

You can control if the velocity should be reset to zero on collision, by using the property `Body.stopVelocityOnCollide`.

Stop the movement at any time by calling `Body.stopMovement`.

Please note that due to browser timings you should allow for a variance in when the distance will actually expire.

Note: This method doesn't take into consideration any other forces acting on the Body, such as Gravity, drag or maxVelocity, all of which may impact the movement.

##### Parameters
Name Type Argument Description
`duration` integer

The duration of the movement, in ms.

`distance` integer

The distance, in pixels, the Body will move.

`direction` integer <optional>

The angle of movement. If not provided `Body.angle` is used.

##### Returns
boolean -

True if the movement successfully started, otherwise false.

#### 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.

#### 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.

#### 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.

#### <internal> postUpdate()

Internal method.

Internal:
• This member is internal (protected) and may be modified or removed in the future.

#### <internal> preUpdate()

Internal method.

Internal:
• This member is internal (protected) and may be modified or removed in the future.

#### 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)

#### 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).

#### 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.

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.

To change a Body back to being rectangular again call `Body.setSize`.

Note: Circular collision only happens with other Arcade Physics bodies, it does not work against tile maps, where rectangular collision is the only method supported.

##### 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.

#### setSize(width, height, offsetX, offsetY)

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

For example: If you have a Sprite with a texture that is 80x100 in size, and you want the physics body to be 32x32 pixels in the middle of the texture, you would do:

`setSize(32, 32, 24, 34)`

Where the first two parameters is the new Body size (32x32 pixels). 24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34 is the vertical offset.

Calling `setSize` on a Body that has already had `setCircle` will reset all of the Circle properties, making this Body rectangular again.

##### 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 top-left of the Sprites texture.

`offsetY` number <optional>

The Y offset of the Body from the top-left of the Sprites texture.

#### stopMovement(stopVelocity)

If this Body is moving as a result of a call to `moveTo` or `moveFrom` (i.e. it has Body.isMoving true), then calling this method will stop the movement before either the duration or distance counters expire.

The `onMoveComplete` signal is dispatched.

##### Parameters
Name Type Argument Description
`stopVelocity` boolean <optional>

Should the Body.velocity be set to zero?

#### <internal> updateBounds()

Internal method.

Internal:
• This member is internal (protected) and may be modified or removed in the future.