Phaser.Physics.P2.Body

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 - physics/p2/Body.js, line 23

Members

<static> DYNAMIC:Number

Dynamic body. Dynamic bodies body can move and respond to collisions and forces.

Source - physics/p2/Body.js, line 1507

<static> KINEMATIC:Number

Kinematic body. Kinematic bodies only moves according to its .velocity, and does not respond to collisions or force.

Source - physics/p2/Body.js, line 1523

<static> STATIC:Number

Static body. Static bodies do not move, and they do not respond to forces or collision.

Source - physics/p2/Body.js, line 1515

allowSleep:boolean

Source - physics/p2/Body.js, line 1612

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 - physics/p2/Body.js, line 1635

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 - physics/p2/Body.js, line 1659

angularForce:number

The angular force acting on the body.

Source - physics/p2/Body.js, line 1680

angularVelocity:number

The angular velocity of the body.

Source - physics/p2/Body.js, line 1700

collidesWith:array

Array of CollisionGroups that this Bodies shapes collide with.

Source - 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 affect 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?

Default Value: - true

Source - physics/p2/Body.js, line 1958

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 - physics/p2/Body.js, line 1720

<internal> data:p2.Body

The p2 Body data.

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

Source - physics/p2/Body.js, line 59

debug:boolean

Enable or disable debug drawing of this body

Source - physics/p2/Body.js, line 1929

debugBody:Phaser.Physics.P2.BodyDebug

Reference to the debug body.

Source - physics/p2/Body.js, line 122

dirty:boolean

Internally used by Sprite.x/y

Source - 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 - physics/p2/Body.js, line 1554

fixedRotation:boolean

Source - physics/p2/Body.js, line 1741

force:Phaser.Physics.P2.InversePointProxy

The force applied to the body.

Source - physics/p2/Body.js, line 71

game:Phaser.Game

Local reference to game.

Source - 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 - 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 - physics/p2/Body.js, line 1914

inertia:number

The inertia of the body around the Z axis..

Source - physics/p2/Body.js, line 1764

kinematic:boolean

Returns true if the Body is kinematic. Setting Body.kinematic to 'false' will make it static.

Source - physics/p2/Body.js, line 1583

mass:number

The mass of the body.

Source - physics/p2/Body.js, line 1784

motionState:number

The type of motion this body has. Should be one of: Body.STATIC (thebody does not move), Body.DYNAMIC (body can move and respond tocollisions) and Body.KINEMATIC (only moves according to its .velocity).

Source - physics/p2/Body.js, line 1808

offset:Phaser.Point

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

Source - 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 - 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 - 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 - 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 - physics/p2/Body.js, line 1831

sleepSpeedLimit:number

.

Source - physics/p2/Body.js, line 1854

sprite:Phaser.Sprite

Reference to the parent Sprite.

Source - 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 - physics/p2/Body.js, line 1525

type:number

The type of physics system this body belongs to.

Source - physics/p2/Body.js, line 48

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 - physics/p2/Body.js, line 66

world:Phaser.Physics.P2

Local reference to the P2 World.

Source - physics/p2/Body.js, line 38

x:number

The x coordinate of this Body.

Source - physics/p2/Body.js, line 1874

y:number

The y coordinate of this Body.

Source - physics/p2/Body.js, line 1894

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 - physics/p2/Body.js, line 1108

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 - physics/p2/Body.js, line 1017

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 - physics/p2/Body.js, line 1350

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 - physics/p2/Body.js, line 1088

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 - physics/p2/Body.js, line 1071

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 - physics/p2/Body.js, line 1310

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 - physics/p2/Body.js, line 1054

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, ...) where x and y are numbers.

Returns:

boolean-

True on success, else false.

Source - physics/p2/Body.js, line 1128

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 - physics/p2/Body.js, line 1035

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 - physics/p2/Body.js, line 992

addToWorld()

Adds this physics body to the world.

Source - physics/p2/Body.js, line 904

adjustCenterOfMass()

Moves the shape offsets so their center of mass becomes the body center of mass.

Source - 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 - 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 - 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 - 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 - 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 - physics/p2/Body.js, line 323

clearShapes()

Removes all Shapes from this Body.

Source - physics/p2/Body.js, line 974

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 - 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 - 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 - physics/p2/Body.js, line 220

destroy()

Destroys this Body and all references it holds to other objects.

Source - physics/p2/Body.js, line 943

getCollisionMask()→ {number}

Gets the collision bitmask from the groups this body collides with.

Returns:

number-

The bitmask.

Source - 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 - physics/p2/Body.js, line 502

loadPolygon(key, object, scale)→ {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

Argument

Default

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.

scale

number

<optional>

1

Optionally resize the loaded polygon.

Returns:

boolean-

True on success, else false.

Source - physics/p2/Body.js, line 1422

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 - 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 - physics/p2/Body.js, line 815

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 - 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 - physics/p2/Body.js, line 776

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 - physics/p2/Body.js, line 789

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 - physics/p2/Body.js, line 802

<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 - physics/p2/Body.js, line 846

<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 - physics/p2/Body.js, line 828

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 - physics/p2/Body.js, line 371

removeFromWorld()

Removes this physics body from the world.

Source - physics/p2/Body.js, line 929

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 - physics/p2/Body.js, line 1194

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 - physics/p2/Body.js, line 871

reverse(speed)

Applies a force to the Body that causes it to 'thrust' backwards (inreverse), 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 - physics/p2/Body.js, line 759

rotateLeft(speed)

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 - physics/p2/Body.js, line 650

rotateRight(speed)

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 - physics/p2/Body.js, line 662

setCircle(radius, offsetX, offsetY, rotation)

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 - physics/p2/Body.js, line 1210

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 - physics/p2/Body.js, line 295

setMaterial(material, shape)

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 - physics/p2/Body.js, line 1272

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 - physics/p2/Body.js, line 1228

setRectangleFromSprite(sprite)→ {p2.Rectangle}

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 - physics/p2/Body.js, line 1252

setZeroDamping()

Sets the Body damping and angularDamping to zero.

Source - physics/p2/Body.js, line 612

setZeroForce()

Sets the force on the body to zero.

Source - physics/p2/Body.js, line 578

setZeroRotation()

If this Body is dynamic then this will zero its angular velocity.

Source - physics/p2/Body.js, line 589

setZeroVelocity()

If this Body is dynamic then this will zero its velocity on both axis.

Source - physics/p2/Body.js, line 600

shapeChanged()

Updates the debug draw if any body shapes change.

Source - physics/p2/Body.js, line 1296

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 - physics/p2/Body.js, line 708

thrustLeft(speed)

Applies a force to the Body that causes it to 'thrust' to the left, 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 to the left.

Source - physics/p2/Body.js, line 725

thrustRight(speed)

Applies a force to the Body that causes it to 'thrust' to the right, 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 to the right.

Source - physics/p2/Body.js, line 742

toLocalFrame(out, worldPoint)

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 - physics/p2/Body.js, line 624

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 - physics/p2/Body.js, line 637

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 - physics/p2/Body.js, line 271