The Phaser Scene that owns this Matter Physics instance.
An instance of the Matter Factory. This class provides lots of functions for creating a wide variety of physics objects and adds them automatically to the Matter World.
You can use this class to cut-down on the amount of code required in your game, however, use of the Factory is entirely optional and should be seen as a development aid. It's perfectly possible to create and add components to the Matter world without using it.
A reference to the Matter.Axes module.
The Matter.Axes module contains methods for creating and manipulating sets of axes.
A reference to the Matter.Bodies module.
The Matter.Bodies module contains factory methods for creating rigid bodies
with commonly used body configurations (such as rectangles, circles and other polygons).
A reference to the Matter.Body module.
The Matter.Body module contains methods for creating and manipulating body models.
A Matter.Body is a rigid body that can be simulated by a Matter.Engine.
Factories for commonly used body configurations (such as rectangles, circles and other polygons) can be found in the Bodies module.
An instance of the Body Bounds class. This class contains functions used for getting the world position from various points around the bounds of a physics body.
A reference to the Matter.Bounds module.
The Matter.Bounds module contains methods for creating and manipulating axis-aligned bounding boxes (AABB).
A reference to the Matter.Collision module.
The Matter.Collision module contains methods for detecting collisions between a given pair of bodies.
For efficient detection between a list of bodies, see Matter.Detector and Matter.Query.
A reference to the Matter.Composite module.
The Matter.Composite module contains methods for creating and manipulating composite bodies.
A composite body is a collection of Matter.Body, Matter.Constraint and other Matter.Composite, therefore composites form a tree structure.
It is important to use the functions in this module to modify composites, rather than directly modifying their properties.
Note that the Matter.World object is also a type of Matter.Composite and as such all composite methods here can also operate on a Matter.World.
A reference to the Matter.Composites module.
The Matter.Composites module contains factory methods for creating composite bodies
with commonly used configurations (such as stacks and chains).
The parsed Matter Configuration object.
A reference to the Matter.Constraint module.
The Matter.Constraint module contains methods for creating and manipulating constraints.
Constraints are used for specifying that a fixed distance must be maintained between two bodies (or a body and a fixed world-space position).
The stiffness of constraints can be modified to create springs or elastic.
A reference to the Matter.Detector module.
The Matter.Detector module contains methods for detecting collisions given a set of pairs.
A reference to the Matter.Pair module.
The Matter.Pair module contains methods for creating and manipulating collision pairs.
A reference to the Matter.Pairs module.
The Matter.Pairs module contains methods for creating and manipulating collision pair sets.
A reference to the Matter.Query module.
The Matter.Query module contains methods for performing collision queries.
A reference to the Matter.Resolver module.
The Matter.Resolver module contains methods for resolving collision pairs.
The Phaser Scene that owns this Matter Physics instance
A reference to the Matter.Svg module.
The Matter.Svg module contains methods for converting SVG images into an array of vector points.
To use this module you also need the SVGPathSeg polyfill: https://github.com/progers/pathseg
A reference to the Scene Systems that belong to the Scene owning this Matter Physics instance.
A reference to the Matter.Vector module.
The Matter.Vector module contains methods for creating and manipulating vectors.
Vectors are the basis of all the geometry related operations in the engine.
A Matter.Vector object is of the form { x: 0, y: 0 }.
A reference to the Matter.Vertices module.
The Matter.Vertices module contains methods for creating and manipulating sets of vertices.
A set of vertices is an array of Matter.Vector with additional indexing properties inserted by Vertices.create.
A Matter.Body maintains a set of vertices to represent the shape of the object (its convex hull).
A reference to the Matter.Vertices module.
The Matter.Vertices module contains methods for creating and manipulating sets of vertices.
A set of vertices is an array of Matter.Vector with additional indexing properties inserted by Vertices.create.
A Matter.Body maintains a set of vertices to represent the shape of the object (its convex hull).
An instance of the Matter World class. This class is responsible for the updating of the Matter Physics world, as well as handling debug drawing functions.
Aligns a Body, or Matter Game Object, against the given coordinates.
The alignment takes place using the body bounds, which take into consideration things like body scale and rotation.
Although a Body has a position property, it is based on the center of mass for the body,
not a dimension based center. This makes aligning bodies difficult, especially if they have
rotated or scaled. This method will derive the correct position based on the body bounds and
its center of mass offset, in order to align the body with the given coordinate.
For example, if you wanted to align a body so it sat in the bottom-center of the Scene, and the world was 800 x 600 in size:
this.matter.alignBody(body, 400, 600, Phaser.Display.Align.BOTTOM_CENTER);
You pass in 400 for the x coordinate, because that is the center of the world, and 600 for the y coordinate, as that is the base of the world.
The Body to align.
The horizontal position to align the body to.
The vertical position to align the body to.
One of the Phaser.Display.Align constants, such as Phaser.Display.Align.TOP_LEFT.
Applies a force to a body, at the bodies current position, including resulting torque.
Either a single Body, or an array of bodies to update. If falsey it will use all bodies in the world.
A Vector that specifies the force to apply.
Apply a force to a body based on the given angle and speed. If no angle is given, the current body angle is used.
Use very small speed values, such as 0.1, depending on the mass and required velocity.
Either a single Body, or an array of bodies to update. If falsey it will use all bodies in the world.
A speed value to be applied to a directional force.
Optionalangle: numberThe angle, in radians, to apply the force from. Leave undefined to use the current body angle.
Applies a force to a body, from the given world position, including resulting torque. If no angle is given, the current body angle is used.
Use very small speed values, such as 0.1, depending on the mass and required velocity.
Either a single Body, or an array of bodies to update. If falsey it will use all bodies in the world.
A Vector that specifies the world-space position to apply the force at.
A speed value to be applied to a directional force.
Optionalangle: numberThe angle, in radians, to apply the force from. Leave undefined to use the current body angle.
Checks if the vertices of the given body, or an array of bodies, contains the given point, or not.
You can pass in either a single body, or an array of bodies to be checked. This method will
return true if any of the bodies in the array contain the point. See the intersectPoint method if you need
to get a list of intersecting bodies.
The point should be transformed into the Matter World coordinate system in advance. This happens by default with Input Pointers, but if you wish to use points from another system you may need to transform them before passing them.
The body, or an array of bodies, to check against the point.
The horizontal coordinate of the point.
The vertical coordinate of the point.
This internal method is called when this class starts and retrieves the final Matter World Config.
Returns the length of the given constraint, which is the distance between the two points.
The constraint to get the length from.
Takes an array and returns a new array made from all of the Matter Bodies found in the original array.
For example, passing in Matter Game Objects, such as a bunch of Matter Sprites, to this method, would return an array containing all of their native Matter Body objects.
If the bodies argument is falsey, it will return all bodies in the world.
Optionalbodies: any[]An array of objects to extract the bodies from. If falsey, it will return all bodies in the world.
Checks the given Matter Body to see if it intersects with any of the given bodies.
If no bodies are provided it will check against all bodies in the Matter World.
The target body.
Optionalbodies: MatterBody[]An array of bodies to check the target body against. If not provided it will search all bodies in the world.
Checks the given coordinates to see if any vertices of the given bodies contain it.
If no bodies are provided it will search all bodies in the Matter World, including within Composites.
The coordinates should be transformed into the Matter World coordinate system in advance. This happens by default with Input Pointers, but if you wish to use coordinates from another system you may need to transform them before passing them.
The horizontal coordinate of the point.
The vertical coordinate of the point.
Optionalbodies: MatterBody[]An array of bodies to check. If not provided it will search all bodies in the world.
Checks the given ray segment to see if any vertices of the given bodies intersect with it.
If no bodies are provided it will search all bodies in the Matter World.
The width of the ray can be specified via the rayWidth parameter.
The horizontal coordinate of the start of the ray segment.
The vertical coordinate of the start of the ray segment.
The horizontal coordinate of the end of the ray segment.
The vertical coordinate of the end of the ray segment.
OptionalrayWidth: numberThe width of the ray segment. Default 1.
Optionalbodies: MatterBody[]An array of bodies to check. If not provided it will search all bodies in the world.
Checks the given rectangular area to see if any vertices of the given bodies intersect with it.
Or, if the outside parameter is set to true, it checks to see which bodies do not
intersect with it.
If no bodies are provided it will search all bodies in the Matter World, including within Composites.
The horizontal coordinate of the top-left of the area.
The vertical coordinate of the top-left of the area.
The width of the area.
The height of the area.
Optionaloutside: booleanIf false it checks for vertices inside the area, if true it checks for vertices outside the area. Default false.
Optionalbodies: MatterBody[]An array of bodies to check. If not provided it will search all bodies in the world.
Checks to see if the target body, or an array of target bodies, intersects with any of the given bodies.
If intersection occurs this method will return true and, if provided, invoke the callbacks.
If no bodies are provided for the second parameter the target will check against all bodies in the Matter World.
Note that bodies can only overlap if they are in non-colliding collision groups or categories.
If you provide a processCallback then the two bodies that overlap are sent to it. This callback
must return a boolean and is used to allow you to perform additional processing tests before a final
outcome is decided. If it returns true then the bodies are finally passed to the overlapCallback, if set.
If you provide an overlapCallback then the matching pairs of overlapping bodies will be sent to it.
Both callbacks have the following signature: function (bodyA, bodyB, collisionInfo) where bodyA is always
the target body. The collisionInfo object contains additional data, such as the angle and depth of penetration.
The target body, or array of target bodies, to check.
Optionalbodies: MatterBody[]The second body, or array of bodies, to check. If falsey it will check against all bodies in the world.
OptionaloverlapCallback: ArcadePhysicsCallbackAn optional callback function that is called if the bodies overlap.
OptionalprocessCallback: ArcadePhysicsCallbackAn optional callback function that lets you perform additional checks against the two bodies if they overlap. If this is set then overlapCallback will only be invoked if this callback returns true.
OptionalcallbackContext: anyThe context, or scope, in which to run the callbacks.
Sets the Matter Engine to run at fixed timestep of 30Hz and enables autoUpdate.
If you have set a custom getDelta function then this will override it.
Sets the Matter Engine to run at fixed timestep of 60Hz and enables autoUpdate.
If you have set a custom getDelta function then this will override it.
Sets the angular velocity of the bodies instantly. Position, angle, force etc. are unchanged.
Either a single Body, or an array of bodies to update. If falsey it will use all bodies in the world.
The angular velocity.
Sets the collision filter mask of all given Matter Bodies to the given value.
Two Matter Bodies with different collision groups will only collide if each one includes the others
category in its mask based on a bitwise AND operation: (categoryA & maskB) !== 0 and
(categoryB & maskA) !== 0 are both true.
An array of bodies to update. If falsey it will use all bodies in the world.
A unique category bitfield, or an array of them.
Sets the collision filter category of all given Matter Bodies to the given value.
This number must be a power of two between 2^0 (= 1) and 2^31.
Bodies with different collision groups (see #setCollisionGroup) will only collide if their collision categories are included in their collision masks (see #setCollidesWith).
An array of bodies to update. If falsey it will use all bodies in the world.
Unique category bitfield.
Sets the collision filter group of all given Matter Bodies to the given value.
If the group value is zero, or if two Matter Bodies have different group values, they will collide according to the usual collision filter rules (see #setCollisionCategory and #setCollisionGroup).
If two Matter Bodies have the same positive group value, they will always collide; if they have the same negative group value they will never collide.
An array of bodies to update. If falsey it will use all bodies in the world.
Unique group index.
Sets both the horizontal and vertical linear velocity of the physics bodies.
Either a single Body, or an array of bodies to update. If falsey it will use all bodies in the world.
The horizontal linear velocity value.
The vertical linear velocity value.
Sets just the horizontal linear velocity of the physics bodies. The vertical velocity of the body is unchanged.
Either a single Body, or an array of bodies to update. If falsey it will use all bodies in the world.
The horizontal linear velocity value.
Sets just the vertical linear velocity of the physics bodies. The horizontal velocity of the body is unchanged.
Either a single Body, or an array of bodies to update. If falsey it will use all bodies in the world.
The vertical linear velocity value.
Manually advances the physics simulation by one iteration.
You can optionally pass in the delta and correction values to be used by Engine.update.
If undefined they use the Matter defaults of 60Hz and no correction.
Calling step directly bypasses any checks of enabled or autoUpdate.
It also ignores any custom getDelta functions, as you should be passing the delta
value in to this call.
You can adjust the number of iterations that Engine.update performs internally. Use the Scene Matter Physics config object to set the following properties:
positionIterations (defaults to 6) velocityIterations (defaults to 4) constraintIterations (defaults to 2)
Adjusting these values can help performance in certain situations, depending on the physics requirements of your game.
Optionaldelta: numberThe delta value. Default 16.666.
Optionalcorrection: numberOptional delta correction value. Default 1.
The Phaser Matter plugin provides the ability to use the Matter JS Physics Engine within your Phaser games.
Unlike Arcade Physics, the other physics system provided with Phaser, Matter JS is a full-body physics system. It features:
Configuration of Matter is handled via the Matter World Config object, which can be passed in either the Phaser Game Config, or Phaser Scene Config. Here is a basic example:
This class acts as an interface between a Phaser Scene and a single instance of the Matter Engine.
Use it to access the most common Matter features and helper functions.
You can find details, documentation and examples on the Matter JS website: https://brm.io/matter-js/