phaser - v4.0.0-rc.4
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    The Arcade Physics Plugin belongs to a Scene and sets up and manages the Scene's physics simulation. It also holds some useful methods for moving and rotating Arcade Physics Bodies.

    You can access it from within a Scene using this.physics.

    Arcade Physics uses the Projection Method of collision resolution and separation. While it's fast and suitable for 'arcade' style games it lacks stability when multiple objects are in close proximity or resting upon each other. The separation that stops two objects penetrating may create a new penetration against a different object. If you require a high level of stability please consider using an alternative physics system, such as Matter.js.

    Index

    Constructors

    Properties

    An object holding the Arcade Physics factory methods.

    A configuration object. Union of the physics.arcade.* properties of the GameConfig and SceneConfig objects.

    scene: Scene

    The Scene that this Plugin belongs to.

    systems: Systems

    The Scene's Systems.

    The physics simulation.

    Methods

    • Sets the acceleration.x/y property on the game object so it will move towards the x/y coordinates at the given rate (in pixels per second squared)

      You must give a maximum speed value, beyond which the game object won't go any faster.

      Note: The game object does not continuously track the target. If the target changes location during transit the game object will not modify its course. Note: The game object doesn't stop moving once it reaches the destination coordinates.

      Parameters

      • gameObject: GameObject

        Any Game Object with an Arcade Physics body.

      • x: number

        The x coordinate to accelerate towards.

      • y: number

        The y coordinate to accelerate towards.

      • Optionalspeed: number

        The acceleration (change in speed) in pixels per second squared. Default 60.

      • OptionalxSpeedMax: number

        The maximum x velocity the game object can reach. Default 500.

      • OptionalySpeedMax: number

        The maximum y velocity the game object can reach. Default 500.

      Returns number

    • Sets the acceleration.x/y property on the game object so it will move towards the x/y coordinates at the given rate (in pixels per second squared)

      You must give a maximum speed value, beyond which the game object won't go any faster.

      Note: The game object does not continuously track the target. If the target changes location during transit the game object will not modify its course. Note: The game object doesn't stop moving once it reaches the destination coordinates.

      Parameters

      • gameObject: GameObject

        Any Game Object with an Arcade Physics body.

      • destination: GameObject

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

      • Optionalspeed: number

        The acceleration (change in speed) in pixels per second squared. Default 60.

      • OptionalxSpeedMax: number

        The maximum x velocity the game object can reach. Default 500.

      • OptionalySpeedMax: number

        The maximum y velocity the game object can reach. Default 500.

      Returns number

    • Finds the Body or Game Object closest to a source point or object.

      If a targets argument is passed, this method finds the closest of those. The targets can be Arcade Physics Game Objects, Dynamic Bodies, or Static Bodies.

      If no targets argument is passed, this method finds the closest Dynamic Body.

      If two or more targets are the exact same distance from the source point, only the first target is returned.

      Type Parameters

      Parameters

      • source: Vector2Like

        Any object with public x and y properties, such as a Game Object or Geometry object.

      • Optionaltargets: Target[]

        The targets.

      Returns Target

    • Performs a collision check and separation between the two physics enabled objects given, which can be single Game Objects, arrays of Game Objects, Physics Groups, arrays of Physics Groups or normal Groups.

      If you don't require separation then use #overlap instead.

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

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

      If only one Array is passed, the array is iterated and every element in it is tested against the others.

      Two callbacks can be provided. The collideCallback is invoked if a collision occurs and the two colliding objects are passed to it.

      Arcade Physics uses the Projection Method of collision resolution and separation. While it's fast and suitable for 'arcade' style games it lacks stability when multiple objects are in close proximity or resting upon each other. The separation that stops two objects penetrating may create a new penetration against a different object. If you require a high level of stability please consider using an alternative physics system, such as Matter.js.

      Parameters

      • object1: ArcadeColliderType

        The first object or array of objects to check.

      • Optionalobject2: ArcadeColliderType

        The second object or array of objects to check, or undefined.

      • OptionalcollideCallback: ArcadePhysicsCallback

        An optional callback function that is called if the objects collide.

      • OptionalprocessCallback: ArcadePhysicsCallback

        An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then collideCallback will only be called if this callback returns true.

      • OptionalcallbackContext: any

        The context in which to run the callbacks.

      Returns boolean

    • This advanced method is specifically for testing for collision between a single Sprite and an array of Tile objects.

      You should generally use the collide method instead, with a Sprite vs. a Tilemap Layer, as that will perform tile filtering and culling for you, as well as handle the interesting face collision automatically.

      This method is offered for those who would like to check for collision with specific Tiles in a layer, without having to set any collision attributes on the tiles in question. This allows you to perform quick dynamic collisions on small sets of Tiles. As such, no culling or checks are made to the array of Tiles given to this method, you should filter them before passing them to this method.

      Important: Use of this method skips the interesting faces system that Tilemap Layers use. This means if you have say a row or column of tiles, and you jump into, or walk over them, it's possible to get stuck on the edges of the tiles as the interesting face calculations are skipped. However, for quick-fire small collision set tests on dynamic maps, this method can prove very useful.

      Parameters

      • sprite: GameObject

        The first object to check for collision.

      • tiles: Tile[]

        An array of Tiles to check for collision against.

      • OptionalcollideCallback: ArcadePhysicsCallback

        An optional callback function that is called if the objects collide.

      • OptionalprocessCallback: ArcadePhysicsCallback

        An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then collideCallback will only be called if this callback returns true.

      • OptionalcallbackContext: any

        The context in which to run the callbacks.

      Returns boolean

    • The Scene that owns this plugin is being destroyed. We need to shutdown and then kill off all external references.

      Returns void

    • Causes World.update to not be automatically called each time the Scene emits and UPDATE event.

      If you wish to run the World update at your own rate, or from your own component, then you should call this method to disable the built-in link, and then call World.update(time, delta) accordingly.

      Note that World.postUpdate is always automatically called when the Scene emits a POST_UPDATE event, regardless of this setting.

      Returns void

    • Causes World.update to be automatically called each time the Scene emits and UPDATE event. This is the default setting, so only needs calling if you have specifically disabled it.

      Returns void

    • 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 (if you've set drag or acceleration too high this object may not move at all)

      Parameters

      • gameObject: GameObject

        Any Game Object with an Arcade Physics body.

      • x: number

        The x coordinate to move towards.

      • y: number

        The y coordinate to move towards.

      • Optionalspeed: number

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

      • OptionalmaxTime: number

        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. Default 0.

      Returns 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 (if you've set drag or acceleration too high this object may not move at all)

      Parameters

      • gameObject: GameObject

        Any Game Object with an Arcade Physics body.

      • destination: object

        Any object with public x and y properties, such as a Game Object or Geometry object.

      • Optionalspeed: number

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

      • OptionalmaxTime: number

        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. Default 0.

      Returns number

    • Returns the next available collision category.

      You can have a maximum of 32 categories.

      By default all bodies collide with all other bodies.

      Use the Body.setCollisionCategory() and Body.setCollidesWith() methods to change this.

      Returns number

    • This method will search the given circular area and return an array of all physics bodies that overlap with it. It can return either Dynamic, Static bodies or a mixture of both.

      A body only has to intersect with the search area to be considered, it doesn't have to be fully contained within it.

      If Arcade Physics is set to use the RTree (which it is by default) then the search is rather fast, otherwise the search is O(N) for Dynamic Bodies.

      Parameters

      • x: number

        The x coordinate of the center of the area to search within.

      • y: number

        The y coordinate of the center of the area to search within.

      • radius: number

        The radius of the area to search within.

      • OptionalincludeDynamic: boolean

        Should the search include Dynamic Bodies? Default true.

      • OptionalincludeStatic: boolean

        Should the search include Static Bodies? Default false.

      Returns Physics.Arcade.Body[] | StaticBody[]

    • This method will search the given rectangular area and return an array of all physics bodies that overlap with it. It can return either Dynamic, Static bodies or a mixture of both.

      A body only has to intersect with the search area to be considered, it doesn't have to be fully contained within it.

      If Arcade Physics is set to use the RTree (which it is by default) then the search for is extremely fast, otherwise the search is O(N) for Dynamic Bodies.

      Parameters

      • x: number

        The top-left x coordinate of the area to search within.

      • y: number

        The top-left y coordinate of the area to search within.

      • width: number

        The width of the area to search within.

      • height: number

        The height of the area to search within.

      • OptionalincludeDynamic: boolean

        Should the search include Dynamic Bodies? Default true.

      • OptionalincludeStatic: boolean

        Should the search include Static Bodies? Default false.

      Returns Physics.Arcade.Body[] | StaticBody[]

    • This advanced method is specifically for testing for overlaps between a single Sprite and an array of Tile objects.

      You should generally use the overlap method instead, with a Sprite vs. a Tilemap Layer, as that will perform tile filtering and culling for you, as well as handle the interesting face collision automatically.

      This method is offered for those who would like to check for overlaps with specific Tiles in a layer, without having to set any collision attributes on the tiles in question. This allows you to perform quick dynamic overlap tests on small sets of Tiles. As such, no culling or checks are made to the array of Tiles given to this method, you should filter them before passing them to this method.

      Parameters

      • sprite: GameObject

        The first object to check for collision.

      • tiles: Tile[]

        An array of Tiles to check for collision against.

      • OptionaloverlapCallback: ArcadePhysicsCallback

        An optional callback function that is called if the objects overlap.

      • OptionalprocessCallback: ArcadePhysicsCallback

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

      • OptionalcallbackContext: any

        The context in which to run the callbacks.

      Returns boolean

    • The Scene that owns this plugin is shutting down. We need to kill and reset all internal properties as well as stop listening to Scene events.

      Returns void

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

      Parameters

      • angle: number

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

      • Optionalspeed: number

        The speed it will move, in pixels per second squared. Default 60.

      • Optionalvec2: Math.Vector2

        The Vector2 in which the x and y properties will be set to the calculated velocity.

      Returns Math.Vector2

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

      Parameters

      • rotation: number

        The angle in radians.

      • Optionalspeed: number

        The speed it will move, in pixels per second squared Default 60.

      • Optionalvec2: Math.Vector2

        The Vector2 in which the x and y properties will be set to the calculated velocity.

      Returns Math.Vector2