Phaser.Physics.Arcade

new Arcade(game)

The Arcade Physics world. Contains Arcade Physics related collision, overlap and motion methods.

Parameters:

Name

Type

Description

game

Phaser.Game

reference to the current game instance.

Source - physics/arcade/World.js, line 14

Members

<static, constant> BOTTOM_TOP:number

A constant used for the sortDirection value. Use this if your game world is narrow but tall and scrolls from the bottom to the top (i.e. Commandoor a vertically scrolling shoot-em-up)

Source - physics/arcade/World.js, line 130

<static, constant> LEFT_RIGHT:number

A constant used for the sortDirection value. Use this if your game world is wide but short and scrolls from the left to the right (i.e. Mario)

Source - physics/arcade/World.js, line 106

<static, constant> RIGHT_LEFT:number

A constant used for the sortDirection value. Use this if your game world is wide but short and scrolls from the right to the left (i.e. Mariobackwards)

Source - physics/arcade/World.js, line 114

<static, constant> SORT_NONE:number

A constant used for the sortDirection value. Use this if you don't wish to perform any pre-collision sorting at all, or will manually sort your Groups.

Source - physics/arcade/World.js, line 98

<static, constant> TOP_BOTTOM:number

A constant used for the sortDirection value. Use this if your game world is narrow but tall and scrolls from the top to the bottom (i.e. Dig Dug)

Source - physics/arcade/World.js, line 122

bounds:Phaser.Rectangle

The bounds inside of which the physics world exists. Defaults to match the world bounds.

Source - physics/arcade/World.js, line 29

checkCollision:object

Which edges of the World bounds Bodies can collide against when collideWorldBounds is true. For example checkCollision.down = false means Bodies cannot collide with the World.bounds.bottom. An object containing allowed collision flags (up, down, left, right).

Source - physics/arcade/World.js, line 36

forceX:boolean

If true World.separate will always separate on the X axis before Y. Otherwise it will check gravity totals first.

Source - physics/arcade/World.js, line 56

game:Phaser.Game

Local reference to game.

Source - physics/arcade/World.js, line 19

gravity:Phaser.Point

The World gravity setting. Defaults to x: 0, y: 0, or no gravity.

Source - physics/arcade/World.js, line 24

isPaused:boolean

If true the Body.preUpdate method will be skipped, halting all motion for all bodies. Note that other methods such as collide will still work, so be careful not to call them on paused bodies.

Source - physics/arcade/World.js, line 72

maxLevels:number

Used by the QuadTree to set the maximum number of iteration levels.

Source - physics/arcade/World.js, line 46

maxObjects:number

Used by the QuadTree to set the maximum number of objects per quad.

Source - physics/arcade/World.js, line 41

OVERLAP_BIAS:number

A value added to the delta values during collision checks.

Source - physics/arcade/World.js, line 51

quadTree:Phaser.QuadTree

The world QuadTree.

Source - physics/arcade/World.js, line 77

skipQuadTree:boolean

If true the QuadTree will not be used for any collision. QuadTrees are great if objects are well spread out in your game, otherwise they are a performance hit. If you enable this you can disable on a per body basis via Body.skipQuadTree.

Source - physics/arcade/World.js, line 67

sortDirection:number

Used when colliding a Sprite vs. a Group, or a Group vs. a Group, this defines the direction the sort is based on. Default is Phaser.Physics.Arcade.LEFT_RIGHT.

Source - physics/arcade/World.js, line 62

accelerateToObject(displayObject, destination, speed, xSpeedMax, ySpeedMax)→ {number}

Sets the acceleration.x/y property on the display object so it will move towards the target at the given speed (in pixels per second sq.) You must give a maximum speed value, beyond which the display object won't go any faster. Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course. Note: The display object doesn't stop moving once it reaches the destination coordinates.

Parameters:

Name

Type

Argument

Default

Description

displayObject

any

The display object to move.

destination

any

The display object to move towards. Can be any object but must have visible x/y properties.

speed

number

<optional>

60

The speed it will accelerate in pixels per second.

xSpeedMax

number

<optional>

500

The maximum x velocity the display object can reach.

ySpeedMax

number

<optional>

500

The maximum y velocity the display object can reach.

Returns:

number-

The angle (in radians) that the object should be visually set to in order to match its new trajectory.

Source - physics/arcade/World.js, line 1866

accelerateToPointer(displayObject, pointer, speed, xSpeedMax,ySpeedMax)→ {number}

Sets the acceleration.x/y property on the display object so it will move towards the target at the given speed (in pixels per second sq.) You must give a maximum speed value, beyond which the display object won't go any faster. Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course. Note: The display object doesn't stop moving once it reaches the destination coordinates.

Parameters:

Name

Type

Argument

Default

Description

displayObject

any

The display object to move.

pointer

Phaser.Pointer

<optional>

The pointer to move towards. Defaults to Phaser.Input.activePointer.

speed

number

<optional>

60

The speed it will accelerate in pixels per second.

xSpeedMax

number

<optional>

500

The maximum x velocity the display object can reach.

ySpeedMax

number

<optional>

500

The maximum y velocity the display object can reach.

Returns:

number-

The angle (in radians) that the object should be visually set to in order to match its new trajectory.

Source - physics/arcade/World.js, line 1895

accelerateToXY(displayObject, x, y, speed, xSpeedMax,ySpeedMax)→ {number}

Sets the acceleration.x/y property on the display object so it will move towards the x/y coordinates at the given speed (in pixels per secondsq.) You must give a maximum speed value, beyond which the display object won't go any faster. Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course. Note: The display object doesn't stop moving once it reaches the destination coordinates.

Parameters:

Name

Type

Argument

Default

Description

displayObject

any

The display object to move.

x

number

The x coordinate to accelerate towards.

y

number

The y coordinate to accelerate towards.

speed

number

<optional>

60

The speed it will accelerate in pixels per second.

xSpeedMax

number

<optional>

500

The maximum x velocity the display object can reach.

ySpeedMax

number

<optional>

500

The maximum y velocity the display object can reach.

Returns:

number-

The angle (in radians) that the object should be visually set to in order to match its new trajectory.

Source - physics/arcade/World.js, line 1925

accelerationFromRotation(rotation, speed, point)→

{Phaser.Point}

Given the rotation (in radians) and speed calculate the acceleration and return it as a Point object, or set it to the given point object. One way to use this is: accelerationFromRotation(rotation, 200,sprite.acceleration) which will set the values directly to the sprites acceleration and not create a new Point object.

Parameters:

Name

Type

Argument

Default

Description

rotation

number

The angle in radians.

speed

number

<optional>

60

The speed it will move, in pixels per second sq.

point

Phaser.Point | object

<optional>

The Point object in which the x and y properties will be set to the calculated acceleration.

Returns:

Phaser.Point-

  • A Point where point.x contains the acceleration x value and point.y contains the acceleration y value.

Source - physics/arcade/World.js, line 1847

angleBetween(source, target, world)→ {number}

Find the angle in radians between two display objects (like Sprites).

The optional world argument allows you to return the result based on the Game Objects world property, instead of its x and y values. This is useful of the object has been nested inside an offset Group, or parent Game Object.

Parameters:

Name

Type

Argument

Default

Description

source

any

The Display Object to test from.

target

any

The Display Object to test to.

world

boolean

<optional>

false

Calculate the angle using World coordinates (true), or Object coordinates (false, the default)

Returns:

number-

The angle in radians between the source and target display objects.

Source - physics/arcade/World.js, line 2033

angleBetweenCenters(source, target)→ {number}

Find the angle in radians between centers of two display objects (likeSprites).

Parameters:

Name

Type

Description

source

any

The Display Object to test from.

target

any

The Display Object to test to.

Returns:

number-

The angle in radians between the source and target display objects.

Source - physics/arcade/World.js, line 2061

angleToPointer(displayObject, pointer, world)→ {number}

Find the angle in radians between a display object (like a Sprite) and a Pointer, taking their x/y and center into account.

The optional world argument allows you to return the result based on the Game Objects world property, instead of its x and y values. This is useful of the object has been nested inside an offset Group, or parent Game Object.

Parameters:

Name

Type

Argument

Default

Description

displayObject

any

The Display Object to test from.

pointer

Phaser.Pointer

<optional>

The Phaser.Pointer to test to. If none is given then Input.activePointer is used.

world

boolean

<optional>

false

Calculate the angle using World coordinates (true), or Object coordinates (false, the default)

Returns:

number-

The angle in radians between displayObject.x/y to Pointer.x/y

Source - physics/arcade/World.js, line 2107

angleToXY(displayObject, x, y, world)→ {number}

Find the angle in radians between a display object (like a Sprite) and the given x/y coordinate.

The optional world argument allows you to return the result based on the Game Objects world property, instead of its x and y values. This is useful of the object has been nested inside an offset Group, or parent Game Object.

Parameters:

Name

Type

Argument

Default

Description

displayObject

any

The Display Object to test from.

x

number

The x coordinate to get the angle to.

y

number

The y coordinate to get the angle to.

world

boolean

<optional>

false

Calculate the angle using World coordinates (true), or Object coordinates (false, the default)

Returns:

number-

The angle in radians between displayObject.x/y to Pointer.x/y

Source - physics/arcade/World.js, line 2078

circleBodyIntersects(circle, body)→ {boolean}

Checks to see if a circular Body intersects with a Rectangular Body.

Parameters:

Name

Type

Description

circle

Phaser.Physics.Arcade.Body

The Body with isCircle set.

body

Phaser.Physics.Arcade.Body

The Body with isCircle not set (i.e. uses Rectangle shape)

Returns:

boolean-

Returns true if the bodies intersect, otherwise false.

Source - physics/arcade/World.js, line 1165

collide(object1, object2, collideCallback, processCallback,callbackContext)→ {boolean}

Checks for collision between two game objects and separates them if colliding. If you don't require separation then use overlap instead.

You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap Layer or Group vs. Tilemap Layer collisions. Both the object1 and object2 can be arrays of objects, of differing types.

If two Groups or arrays are passed, each member of one will be tested against each member of the other.

If one Group only is passed (as object1), each member of the Group will be collided against the other members.

If either object is null the collision test will fail.

Bodies with enable = false and Sprites with exists = false are skipped (ignored).

An optional processCallback can be provided. If given this function will be called when two sprites are found to be colliding. It is called before any separation takes place, giving you the chance to perform additional checks. If the function returns true then the collision and separation is carried out. If it returns false it is skipped.

The collideCallback is an optional function that is only called if two sprites collide. If a processCallback has been set then it needs to return true for collideCallback to be called.

This function is not recursive, and will not test against children of objects passed (i.e. Groups or Tilemaps within other Groups).

Examples

collide(group);
collide(group, undefined); // equivalent

collide(sprite1, sprite2);

collide(sprite, group);

collide(group1, group2);

collide([sprite1, sprite2], [sprite3, sprite4]); // 1v3, 1v4, 2v3, 2v4

Tilemaps

Tiles marked via Phaser.Tilemap#setCollision (andsimilar methods) are "solid". If a Sprite collides with one of these tiles, the two are separated by moving the Sprite outside the tile's edges. Enable Phaser.TilemapLayer#debug to see the colliding edges of the Tilemap.

Tiles with a callback attached via Phaser.Tilemap#setTileIndexCallback or Phaser.Tilemap#setTileLocationCallback invoke the callback if a Sprite collides with them. If a tile has a callback attached via both methods, only the location callback is invoked. The colliding Sprite is separated from the tile only if the callback returns true.

Parameters:

Name

Type

Argument

Default

Description

object1

Phaser.Sprite | Phaser.Group | Phaser.Particles.Emitter | Phaser.TilemapLayer | array

The first object or array of objects to check. Can be Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter, or Phaser.TilemapLayer.

object2

Phaser.Sprite | Phaser.Group | Phaser.Particles.Emitter | Phaser.TilemapLayer | array

The second object or array of objects to check. Can be Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter or Phaser.TilemapLayer.

collideCallback

function

<optional>

null

An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them, unless you are colliding Group vs. Sprite, in which case Sprite will always be the first parameter.

processCallback

function

<optional>

null

A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them, unless you are colliding Group vs. Sprite, in which case Sprite will always be the first parameter.

callbackContext

object

<optional>

The context in which to run the callbacks.

Returns:

boolean-

True if a collision occurred otherwise false.

Source - physics/arcade/World.js, line 389

computeVelocity(axis, body, velocity, acceleration, drag, max)→

{number}

A tween-like function that takes a starting velocity and some other factors and returns an altered velocity. Based on a function in Flixel by @ADAMATOMIC

Parameters:

Name

Type

Argument

Default

Description

axis

number

0 for nothing, 1 for horizontal, 2 for vertical.

body

Phaser.Physics.Arcade.Body

The Body object to be updated.

velocity

number

Any component of velocity (e.g. 20).

acceleration

number

Rate at which the velocity is changing.

drag

number

Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set.

max

number

<optional>

10000

An absolute value cap for the velocity.

Returns:

number-

The altered Velocity value.

Source - physics/arcade/World.js, line 260

distanceBetween(source, target, world)→ {number}

Find the distance between two display objects (like Sprites).

The optional world argument allows you to return the result based on the Game Objects world property, instead of its x and y values. This is useful of the object has been nested inside an offset Group, or parent Game Object.

Parameters:

Name

Type

Argument

Default

Description

source

any

The Display Object to test from.

target

any

The Display Object to test to.

world

boolean

<optional>

false

Calculate the distance using World coordinates (true), or Object coordinates (false, the default)

Returns:

number-

The distance between the source and target objects.

Source - physics/arcade/World.js, line 1955

distanceToPointer(displayObject, pointer, world)→ {number}

Find the distance between a display object (like a Sprite) and a Pointer. If no Pointer is given the Input.activePointer is used. The calculation is made from the display objects x/y coordinate. This may be the top-left if its anchor hasn't been changed. If you need to calculate from the center of a display object instead use the method distanceBetweenCenters()

The optional world argument allows you to return the result based on the Game Objects world property, instead of its x and y values. This is useful of the object has been nested inside an offset Group, or parent Game Object.

Parameters:

Name

Type

Argument

Default

Description

displayObject

any

The Display Object to test from.

pointer

Phaser.Pointer

<optional>

The Phaser.Pointer to test to. If none is given then Input.activePointer is used.

world

boolean

<optional>

false

Calculate the distance using World coordinates (true), or Object coordinates (false, the default)

Returns:

number-

The distance between the object and the Pointer.

Source - physics/arcade/World.js, line 2006

distanceToXY(displayObject, x, y, world)→ {number}

Find the distance between a display object (like a Sprite) and the given x/y coordinates. The calculation is made from the display objects x/y coordinate. This may be the top-left if its anchor hasn't been changed. If you need to calculate from the center of a display object instead use the method distanceBetweenCenters()

The optional world argument allows you to return the result based on the Game Objects world property, instead of its x and y values. This is useful of the object has been nested inside an offset Group, or parent Game Object.

Parameters:

Name

Type

Argument

Default

Description

displayObject

any

The Display Object to test from.

x

number

The x coordinate to move towards.

y

number

The y coordinate to move towards.

world

boolean

<optional>

false

Calculate the distance using World coordinates (true), or Object coordinates (false, the default)

Returns:

number-

The distance between the object and the x/y coordinates.

Source - physics/arcade/World.js, line 1979

enable(object, children)

This will create an Arcade Physics body on the given game object or array of game objects. A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed.

Parameters:

Name

Type

Argument

Default

Description

object

object | array | Phaser.Group

The game object to create the physics body on. Can also be an array or Group of objects, a body will be created on every child that has a body property.

children

boolean

<optional>

true

Should a body be created on all children of this object? If true it will recurse down the display list as far as it can go.

Source - physics/arcade/World.js, line 160

enableBody(object)

Creates an Arcade Physics body on the given game object.

A game object can only have 1 physics body active at any one time, and it can't be changed until the body is nulled.

When you add an Arcade Physics body to an object it will automatically add the object into its parent Groups hash array.

Parameters:

Name

Type

Description

object

object

The game object to create the physics body on. A body will only be created if this object has a null body property.

Source - physics/arcade/World.js, line 216

getObjectsAtLocation(x, y, group, callback, callbackContext,callbackArg)→ {Array.<PIXI.DisplayObject>}

Given a Group and a location this will check to see which Group children overlap with the coordinates. Each child will be sent to the given callback for further processing. Note that the children are not checked for depth order, but simply if they overlap the coordinate or not.

Parameters:

Name

Type

Argument

Description

x

number

The x coordinate to check.

y

number

The y coordinate to check.

group

Phaser.Group

The Group to check.

callback

function

<optional>

A callback function that is called if the object overlaps the coordinates. The callback will be sent two parameters: the callbackArg and the Object that overlapped the location.

callbackContext

object

<optional>

The context in which to run the callback.

callbackArg

object

<optional>

An argument to pass to the callback.

Returns:

Array.<PIXI.DisplayObject>

An array of the Sprites from the Group that overlapped the coordinates.

Source - physics/arcade/World.js, line 1662

getObjectsUnderPointer(pointer, group, callback,callbackContext)→

{Array.<PIXI.DisplayObject>}

Given a Group and a Pointer this will check to see which Group children overlap with the Pointer coordinates. Each child will be sent to the given callback for further processing. Note that the children are not checked for depth order, but simply if they overlap the Pointer or not.

Parameters:

Name

Type

Argument

Description

pointer

Phaser.Pointer

The Pointer to check.

group

Phaser.Group

The Group to check.

callback

function

<optional>

A callback function that is called if the object overlaps with the Pointer. The callback will be sent two parameters: the Pointer and the Object that overlapped with it.

callbackContext

object

<optional>

The context in which to run the callback.

Returns:

Array.<PIXI.DisplayObject>

An array of the Sprites from the Group that overlapped the Pointer coordinates.

Source - physics/arcade/World.js, line 1639

getOverlapX(body1, body2, overlapOnly)→ {float}

Calculates the horizontal overlap between two Bodies and sets their properties accordingly, including: touching.left, touching.right and overlapX.

Parameters:

Name

Type

Description

body1

Phaser.Physics.Arcade.Body

The first Body to separate.

body2

Phaser.Physics.Arcade.Body

The second Body to separate.

overlapOnly

boolean

Is this an overlap only check, or part of separation?

Returns:

float-

Returns the amount of horizontal overlap between the two bodies.

Source - physics/arcade/World.js, line 1371

getOverlapY(body1, body2, overlapOnly)→ {float}

Calculates the vertical overlap between two Bodies and sets their properties accordingly, including: touching.up, touching.down and overlapY.

Parameters:

Name

Type

Description

body1

Phaser.Physics.Arcade.Body

The first Body to separate.

body2

Phaser.Physics.Arcade.Body

The second Body to separate.

overlapOnly

boolean

Is this an overlap only check, or part of separation?

Returns:

float-

Returns the amount of vertical overlap between the two bodies.

Source - physics/arcade/World.js, line 1435

intersects(body1, body2)→ {boolean}

Check for intersection against two bodies.

Parameters:

Name

Type

Description

body1

Phaser.Physics.Arcade.Body

The first Body object to check.

body2

Phaser.Physics.Arcade.Body

The second Body object to check.

Returns:

boolean-

True if they intersect, otherwise false.

Source - physics/arcade/World.js, line 1101

moveToObject(displayObject, destination, speed, maxTime)→

{number}

Move the given display object towards the destination object at a steady velocity. If you specify a maxTime then it will adjust the speed (overwriting what you set) so it arrives at the destination in that number of seconds. Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms. Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course. Note: The display object doesn't stop moving once it reaches the destination coordinates. Note: Doesn't take into account acceleration, maxVelocity or drag (ifyou've set drag or acceleration too high this object may not move at all)

Parameters:

Name

Type

Argument

Default

Description

displayObject

any

The display object to move.

destination

any

The display object to move towards. Can be any object but must have visible x/y properties.

speed

number

<optional>

60

The speed it will move, in pixels per second (default is 60 pixels/sec)

maxTime

number

<optional>

0

Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.

Returns:

number-

The angle (in radians) that the object should be visually set to in order to match its new velocity.

Source - physics/arcade/World.js, line 1706

moveToPointer(displayObject, speed, pointer, maxTime)→ {number}

Move the given display object towards the pointer at a steady velocity. If no pointer is given it will use Phaser.Input.activePointer. If you specify a maxTime then it will adjust the speed (over-writing what youset) so it arrives at the destination in that number of seconds. Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms. Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course. Note: The display object doesn't stop moving once it reaches the destination coordinates.

Parameters:

Name

Type

Argument

Default

Description

displayObject

any

The display object to move.

speed

number

<optional>

60

The speed it will move, in pixels per second (default is 60 pixels/sec)

pointer

Phaser.Pointer

<optional>

The pointer to move towards. Defaults to Phaser.Input.activePointer.

maxTime

number

<optional>

0

Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.

Returns:

number-

The angle (in radians) that the object should be visually set to in order to match its new velocity.

Source - physics/arcade/World.js, line 1740

moveToXY(displayObject, x, y, speed, maxTime)→ {number}

Move the given display object towards the x/y coordinates at a steady velocity. If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds. Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms. Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course. Note: The display object doesn't stop moving once it reaches the destination coordinates. Note: Doesn't take into account acceleration, maxVelocity or drag (ifyou've set drag or acceleration too high this object may not move at all)

Parameters:

Name

Type

Argument

Default

Description

displayObject

any

The display object to move.

x

number

The x coordinate to move towards.

y

number

The y coordinate to move towards.

speed

number

<optional>

60

The speed it will move, in pixels per second (default is 60 pixels/sec)

maxTime

number

<optional>

0

Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.

Returns:

number-

The angle (in radians) that the object should be visually set to in order to match its new velocity.

Source - physics/arcade/World.js, line 1774

overlap(object1, object2, overlapCallback, processCallback,callbackContext)→ {boolean}

Checks for overlaps between two game objects. The objects can be Sprites, Groups or Emitters.

Unlike collide the objects are NOT automatically separated or have any physics applied, they merely test for overlap results.

You can perform Sprite vs. Sprite, Sprite vs. Group and Group vs. Group overlap checks. Both the first and second parameter can be arrays of objects, of differing types. If two arrays are passed, the contents of the first parameter will be tested against all contents of the 2nd parameter.

This function is not recursive, and will not test against children of objects passed (i.e. Groups within Groups).

Tilemaps

Any overlapping tiles, including blank/null tiles, will give a positive result. Tiles marked via Phaser.Tilemap#setCollision (andsimilar methods) have no special status, and callbacks added via Phaser.Tilemap#setTileIndexCallback or Phaser.Tilemap#setTileLocationCallback are not invoked. So calling this method without any callbacks isn't very useful.

If you're interested only in whether an object overlaps a certain tile or class of tiles, filter the tiles with processCallback and then use the result returned by this method. Blank/null tiles can be excluded by their index (-1).

If you want to take action on certain overlaps, examine the tiles in collideCallback and then handle as you like.

Parameters:

Name

Type

Argument

Default

Description

object1

Phaser.Sprite | Phaser.Group | Phaser.Particles.Emitter | array

The first object or array of objects to check. Can be Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.

object2

Phaser.Sprite | Phaser.Group | Phaser.Particles.Emitter | array

The second object or array of objects to check. Can be Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.

overlapCallback

function

<optional>

null

An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you specified them, unless you are checking Group vs. Sprite, in which case Sprite will always be the first parameter.

processCallback

function

<optional>

null

A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then overlapCallback will only be called if this callback returns true.

callbackContext

object

<optional>

The context in which to run the callbacks.

Returns:

boolean-

True if an overlap occurred otherwise false.

Source - physics/arcade/World.js, line 321

setBounds(x, y, width, height)

Updates the size of this physics world.

Parameters:

Name

Type

Description

x

number

Top left most corner of the world.

y

number

Top left most corner of the world.

width

number

New width of the world. Can never be smaller than the Game.width.

height

number

New height of the world. Can never be smaller than the Game.height.

Source - physics/arcade/World.js, line 134

setBoundsToWorld()

Updates the size of this physics world to match the size of the game world.

Source - physics/arcade/World.js, line 149

sort(group, sortDirection)

This method will sort a Groups hash array.

If the Group has physicsSortDirection set it will use the sort direction defined.

Otherwise if the sortDirection parameter is undefined, or Group.physicsSortDirection is null, it will use Phaser.Physics.Arcade.sortDirection.

By changing Group.physicsSortDirection you can customise each Group to sort in a different order.

Parameters:

Name

Type

Argument

Description

group

Phaser.Group

The Group to sort.

sortDirection

integer

<optional>

The sort direction used to sort this Group.

Source - physics/arcade/World.js, line 561

sortBottomTop(a, b)→ {integer}

A Sort function for sorting two bodies based on a BOTTOM to TOP sort direction.

This is called automatically by World.sort

Parameters:

Name

Type

Description

a

Phaser.Sprite

The first Sprite to test. The Sprite must have an Arcade Physics Body.

b

Phaser.Sprite

The second Sprite to test. The Sprite must have an Arcade Physics Body.

Returns:

integer-

A negative value if a > b, a positive value if a < b or 0 if a ===b or the bodies are invalid.

Source - physics/arcade/World.js, line 540

sortLeftRight(a, b)→ {integer}

A Sort function for sorting two bodies based on a LEFT to RIGHT sort direction.

This is called automatically by World.sort

Parameters:

Name

Type

Description

a

Phaser.Sprite

The first Sprite to test. The Sprite must have an Arcade Physics Body.

b

Phaser.Sprite

The second Sprite to test. The Sprite must have an Arcade Physics Body.

Returns:

integer-

A negative value if a > b, a positive value if a < b or 0 if a ===b or the bodies are invalid.

Source - physics/arcade/World.js, line 477

sortRightLeft(a, b)→ {integer}

A Sort function for sorting two bodies based on a RIGHT to LEFT sort direction.

This is called automatically by World.sort

Parameters:

Name

Type

Description

a

Phaser.Sprite

The first Sprite to test. The Sprite must have an Arcade Physics Body.

b

Phaser.Sprite

The second Sprite to test. The Sprite must have an Arcade Physics Body.

Returns:

integer-

A negative value if a > b, a positive value if a < b or 0 if a ===b or the bodies are invalid.

Source - physics/arcade/World.js, line 498

sortTopBottom(a, b)→ {integer}

A Sort function for sorting two bodies based on a TOP to BOTTOM sort direction.

This is called automatically by World.sort

Parameters:

Name

Type

Description

a

Phaser.Sprite

The first Sprite to test. The Sprite must have an Arcade Physics Body.

b

Phaser.Sprite

The second Sprite to test. The Sprite must have an Arcade Physics Body.

Returns:

integer-

A negative value if a > b, a positive value if a < b or 0 if a ===b or the bodies are invalid.

Source - physics/arcade/World.js, line 519

updateMotion(The)

Called automatically by a Physics body, it updates all motion related values on the Body unless World.isPaused is true.

Parameters:

Name

Type

Description

The

Phaser.Physics.Arcade.Body

Body object to be updated.

Source - physics/arcade/World.js, line 240

velocityFromAngle(angle, speed, point)→

{Phaser.Point}

Given the angle (in degrees) and speed calculate the velocity and return it as a Point object, or set it to the given point object. One way to use this is: velocityFromAngle(angle, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.

Parameters:

Name

Type

Argument

Default

Description

angle

number

The angle in degrees calculated in clockwise positive direction (down =90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)

speed

number

<optional>

60

The speed it will move, in pixels per second sq.

point

Phaser.Point | object

<optional>

The Point object in which the x and y properties will be set to the calculated velocity.

Returns:

Phaser.Point-

  • A Point where point.x contains the velocity x value and point.y contains the velocity y value.

Source - physics/arcade/World.js, line 1809

velocityFromRotation(rotation, speed, point)→

{Phaser.Point}

Given the rotation (in radians) and speed calculate the velocity and return it as a Point object, or set it to the given point object. One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.

Parameters:

Name

Type

Argument

Default

Description

rotation

number

The angle in radians.

speed

number

<optional>

60

The speed it will move, in pixels per second sq.

point

Phaser.Point | object

<optional>

The Point object in which the x and y properties will be set to the calculated velocity.

Returns:

Phaser.Point-

  • A Point where point.x contains the velocity x value and point.y contains the velocity y value.

Source - physics/arcade/World.js, line 1828

worldAngleToPointer(displayObject, pointer)→ {number}

Find the angle in radians between a display object (like a Sprite) and a Pointer, taking their x/y and center into account relative to the world.

Parameters:

Name

Type

Argument

Description

displayObject

any

The DisplayObjerct to test from.

pointer

Phaser.Pointer

<optional>

The Phaser.Pointer to test to. If none is given then Input.activePointer is used.

Returns:

number-

The angle in radians between displayObject.world.x/y to Pointer.worldX / worldY

Source - physics/arcade/World.js, line 2136