The Scene to which this World instance belongs.
An Arcade Physics Configuration object.
Dynamic Bodies in this simulation.
A boundary constraining Bodies.
The boundary edges that Bodies can collide with.
This simulation's collision processors.
The graphics object drawing the debug display.
Default debug display settings for new Bodies.
Enables the debug display.
Should Physics use a fixed update time-step (true) or sync to the render fps (false)?. False value of this property disables fps and timeScale properties.
Always separate overlapping Bodies horizontally before vertically. False (the default) means Bodies are first separated on the axis of greater gravity, or the vertical axis if neither is greater.
ReadonlyfpsThe number of physics steps to be taken per second.
This property is read-only. Use the setFPS method to modify it at run-time.
Acceleration of Bodies due to gravity, in pixels per second.
Whether the simulation advances with the game loop.
The maximum number of items per node on the RTree.
This is ignored if useTree is false. If you have a large number of bodies in
your world then you may find search performance improves by increasing this value,
to allow more items per node and less node division.
The maximum absolute difference of a Body's per-step velocity and its overlap with another Body that will result in separation on each axis. Larger values favor separation. Smaller values favor no separation.
Static Bodies marked for deletion.
The Scene this simulation belongs to.
Static Bodies in this simulation.
The spatial index of Static Bodies.
ReadonlystepsThe number of steps that took place in the last frame.
The maximum absolute value of a Body's overlap with a tile that will result in separation on each axis. Larger values favor separation. Smaller values favor no separation. The optimum value may be similar to the tile size.
The Filtering Options passed to GetTilesWithinWorldXY as part of the collideSpriteVsTilemapLayer check.
Scaling factor applied to the frame rate.
The spatial index of Dynamic Bodies.
Recycled input for tree searches.
Should this Arcade Physics World use an RTree for Dynamic bodies?
An RTree is a fast way of spatially sorting of all the bodies in the world. However, at certain limits, the cost of clearing and inserting the bodies into the tree every frame becomes more expensive than the search speed gains it provides.
If you have a large number of dynamic bodies in your world then it may be best to
disable the use of the RTree by setting this property to false in the physics config.
The number it can cope with depends on browser and device, but a conservative estimate of around 5,000 bodies should be considered the max before disabling it.
This only applies to dynamic bodies. Static bodies are always kept in an RTree, because they don't have to be cleared every frame, so you benefit from the massive search speeds all the time.
Adds an existing Arcade Physics Body or StaticBody to the simulation.
The body is enabled and added to the local search trees.
The Body to be added to the simulation.
Creates a new Collider object and adds it to the simulation.
A Collider is a way to automatically perform collision checks between two objects, calling the collide and process callbacks if they occur.
Colliders are run as part of the World update, after all of the Bodies have updated.
By creating a Collider you don't need then call World.collide in your update loop,
as it will be handled for you automatically.
The first object to check for collision.
The second object to check for collision.
OptionalcollideCallback: ArcadePhysicsCallbackThe callback to invoke when the two objects collide.
OptionalprocessCallback: ArcadePhysicsCallbackThe callback to invoke when the two objects collide. Must return a boolean.
OptionalcallbackContext: anyThe scope in which to call the callbacks.
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default this.
Creates a new Overlap Collider object and adds it to the simulation.
A Collider is a way to automatically perform overlap checks between two objects, calling the collide and process callbacks if they occur.
Colliders are run as part of the World update, after all of the Bodies have updated.
By creating a Collider you don't need then call World.overlap in your update loop,
as it will be handled for you automatically.
The first object to check for overlap.
The second object to check for overlap.
OptionalcollideCallback: ArcadePhysicsCallbackThe callback to invoke when the two objects overlap.
OptionalprocessCallback: ArcadePhysicsCallbackThe callback to invoke when the two objects overlap. Must return a boolean.
OptionalcallbackContext: anyThe scope in which to call the callbacks.
Checks if the two given Arcade Physics bodies will collide, or not, based on their collision mask and collision categories.
The first body to check.
The second body to check.
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 Phaser.Physics.Arcade.World#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; they receive the colliding game objects as arguments.
If an overlap is detected, the processCallback is called first. It can cancel the collision by returning false.
Next the objects are separated and collideCallback is invoked.
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.
The first object or array of objects to check.
Optionalobject2: ArcadeColliderTypeThe second object or array of objects to check, or undefined.
OptionalcollideCallback: ArcadePhysicsCallbackAn optional callback function that is called if the objects collide.
OptionalprocessCallback: ArcadePhysicsCallbackAn 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: anyThe context in which to run the callbacks.
Internal handler for Sprite vs. Tilemap collisions. Please use Phaser.Physics.Arcade.World#collide instead.
The first object to check for collision.
The second object to check for collision.
OptionalcollideCallback: ArcadePhysicsCallbackAn optional callback function that is called if the objects collide.
OptionalprocessCallback: ArcadePhysicsCallbackAn 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: anyThe context in which to run the callbacks.
OptionaloverlapOnly: booleanWhether this is a collision or overlap check.
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.
This method does not factor in the Collision Mask or Category.
The first object to check for collision.
An array of Tiles to check for collision against.
OptionalcollideCallback: ArcadePhysicsCallbackAn optional callback function that is called if the objects collide.
OptionalprocessCallback: ArcadePhysicsCallbackAn 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: anyThe context in which to run the callbacks.
Creates a Graphics Game Object that the world will use to render the debug display to.
This is called automatically when the World is instantiated if the debug config property
was set to true. However, you can call it at any point should you need to display the
debug Graphic from a fixed point.
You can control which objects are drawn to the Graphics object, and the colors they use, by setting the debug properties in the physics config.
You should not typically use this in a production game. Use it to aid during debugging.
Shuts down the simulation and disconnects it from the current scene.
Disables the Arcade Physics Body of a Game Object, an array of Game Objects, or the children of a Group.
The difference between this and the disableBody method is that you can pass arrays or Groups
to this method.
The body itself is not deleted, it just has its enable property set to false, which
means you can re-enable it again at any point by passing it to enable World.enable or World.add.
The object, or objects, on which to disable the bodies.
Disables an existing Arcade Physics Body or StaticBody and removes it from the simulation.
The body is disabled and removed from the local search trees.
The body itself is not deleted, it just has its enable property set to false, which
means you can re-enable it again at any point by passing it to enable World.enable or World.add.
The Body to be disabled.
Calls each of the listeners registered for a given event.
The event name.
Additional arguments that will be passed to the event handler.
Adds an Arcade Physics Body to a Game Object, an array of Game Objects, or the children of a Group.
The difference between this and the enableBody method is that you can pass arrays or Groups
to this method.
You can specify if the bodies are to be Dynamic or Static. A dynamic body can move via velocity and acceleration. A static body remains fixed in place and as such is able to use an optimized search tree, making it ideal for static elements such as level objects. You can still collide and overlap with static bodies.
Normally, rather than calling this method directly, you'd use the helper methods available in the Arcade Physics Factory, such as:
this.physics.add.image(x, y, textureKey);
this.physics.add.sprite(x, y, textureKey);
Calling factory methods encapsulates the creation of a Game Object and the creation of its body at the same time. If you are creating custom classes then you can pass them to this method to have their bodies created.
The object, or objects, on which to create the bodies.
OptionalbodyType: numberThe type of Body to create. Either DYNAMIC_BODY or STATIC_BODY.
Creates an Arcade Physics Body on a single Game Object.
If the Game Object already has a body, this method will simply add it back into the simulation.
You can specify if the body is Dynamic or Static. A dynamic body can move via velocity and acceleration. A static body remains fixed in place and as such is able to use an optimized search tree, making it ideal for static elements such as level objects. You can still collide and overlap with static bodies.
Normally, rather than calling this method directly, you'd use the helper methods available in the Arcade Physics Factory, such as:
this.physics.add.image(x, y, textureKey);
this.physics.add.sprite(x, y, textureKey);
Calling factory methods encapsulates the creation of a Game Object and the creation of its body at the same time. If you are creating custom classes then you can pass them to this method to have their bodies created.
The Game Object on which to create the body.
OptionalbodyType: numberThe type of Body to create. Either DYNAMIC_BODY or STATIC_BODY.
Return an array listing the events for which the emitter has registered listeners.
Return the number of listeners listening to a given event.
The event name.
Return the listeners registered for a given event.
The event name.
Remove the listeners of a given event.
The event name.
Optionalfn: FunctionOnly remove the listeners that match this function.
Optionalcontext: anyOnly remove the listeners that have this context.
Optionalonce: booleanOnly remove one-time listeners.
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default this.
Add a one-time listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default this.
Tests if Game Objects overlap.
See details in Phaser.Physics.Arcade.World#collide.
The first object or array of objects to check.
Optionalobject2: ArcadeColliderTypeThe second object or array of objects to check, or undefined.
OptionaloverlapCallback: ArcadePhysicsCallbackAn optional callback function that is called if the objects overlap.
OptionalprocessCallback: ArcadePhysicsCallbackAn optional 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.
OptionalcallbackContext: anyThe context in which to run the callbacks.
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.
This method does not factor in the Collision Mask or Category.
The first object to check for collision.
An array of Tiles to check for collision against.
OptionaloverlapCallback: ArcadePhysicsCallbackAn optional callback function that is called if the objects overlap.
OptionalprocessCallback: ArcadePhysicsCallbackAn 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: anyThe context in which to run the callbacks.
Updates bodies, draws the debug display, and handles pending queue operations.
Removes an existing Arcade Physics Body or StaticBody from the simulation.
The body is disabled and removed from the local search trees.
The body itself is not deleted, it just has its enabled property set to false, which
means you can re-enable it again at any point by passing it to enable enable or add.
The body to be removed from the simulation.
Remove all listeners, or those of the specified event.
Optionalevent: string | symbolThe event name.
Removes a Collider from the simulation so it is no longer processed.
This method does not destroy the Collider. If you wish to add it back at a later stage you can call
World.colliders.add(Collider).
If you no longer need the Collider you can call the Collider.destroy method instead, which will
automatically clear all of its references and then remove it from the World. If you call destroy on
a Collider you don't need to pass it to this method too.
The Collider to remove from the simulation.
Remove the listeners of a given event.
The event name.
Optionalfn: FunctionOnly remove the listeners that match this function.
Optionalcontext: anyOnly remove the listeners that have this context.
Optionalonce: booleanOnly remove one-time listeners.
Separates two Bodies.
The first Body to be separated.
The second Body to be separated.
OptionalprocessCallback: ArcadePhysicsCallbackThe process callback.
OptionalcallbackContext: anyThe context in which to invoke the callback.
OptionaloverlapOnly: booleanIf this a collide or overlap check?
Sets the position, size and properties of the World boundary.
The World boundary is an invisible rectangle that defines the edges of the World. If a Body is set to collide with the world bounds then it will automatically stop when it reaches any of the edges. You can optionally set which edges of the boundary should be checked against.
The top-left x coordinate of the boundary.
The top-left y coordinate of the boundary.
The width of the boundary.
The height of the boundary.
OptionalcheckLeft: booleanShould bodies check against the left edge of the boundary?
OptionalcheckRight: booleanShould bodies check against the right edge of the boundary?
OptionalcheckUp: booleanShould bodies check against the top edge of the boundary?
OptionalcheckDown: booleanShould bodies check against the bottom edge of the boundary?
Enables or disables collisions on each edge of the World boundary.
Optionalleft: booleanShould bodies check against the left edge of the boundary? Default true.
Optionalright: booleanShould bodies check against the right edge of the boundary? Default true.
Optionalup: booleanShould bodies check against the top edge of the boundary? Default true.
Optionaldown: booleanShould bodies check against the bottom edge of the boundary? Default true.
Sets the frame rate to run the simulation at.
The frame rate value is used to simulate a fixed update time step. This fixed time step allows for a straightforward implementation of a deterministic game state.
This frame rate is independent of the frequency at which the game is rendering. The higher you set the fps, the more physics simulation steps will occur per game step. Conversely, the lower you set it, the less will take place.
You can optionally advance the simulation directly yourself by calling the step method.
The frame rate to advance the simulation at.
Shuts down the simulation, clearing physics data and removing listeners.
Advances the simulation by a single step.
Advances the simulation by a time increment.
The delta time amount, in seconds, by which to advance the simulation.
Advances the simulation based on the elapsed time and fps rate.
This is called automatically by your Scene and does not need to be invoked directly.
The current timestamp as generated by the Request Animation Frame or SetTimeout.
The delta time, in ms, elapsed since the last frame.
Wrap an object's coordinates (or several objects' coordinates) within Phaser.Physics.Arcade.World#bounds.
If the object is outside any boundary edge (left, top, right, bottom), it will be moved to the same offset from the opposite edge (the interior).
A Game Object, a Group, an object with x and y coordinates, or an array of such objects.
Optionalpadding: numberAn amount added to each boundary edge during the operation. Default 0.
Wrap each object's coordinates within Phaser.Physics.Arcade.World#bounds.
An array of objects to be wrapped.
Optionalpadding: numberAn amount added to the boundary. Default 0.
Wrap an object's coordinates within Phaser.Physics.Arcade.World#bounds.
A Game Object, a Physics Body, or any object with x and y coordinates
Optionalpadding: numberAn amount added to the boundary. Default 0.
The Arcade Physics World.
The World is responsible for creating, managing, colliding and updating all of the bodies within it.
An instance of the World belongs to a Phaser.Scene and is accessed via the property
physics.world.