phaser - v4.0.0-rc.4
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    The Matter World class is responsible for managing one single instance of a Matter Physics World for Phaser.

    Access this via this.matter.world from within a Scene.

    This class creates a Matter JS World Composite along with the Matter JS Engine during instantiation. It also handles delta timing, bounds, body and constraint creation and debug drawing.

    If you wish to access the Matter JS World object directly, see the localWorld property. If you wish to access the Matter Engine directly, see the engine property.

    This class is an Event Emitter and will proxy all Matter JS events, as they are received.

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    autoUpdate: boolean

    Automatically call Engine.update every time the game steps. If you disable this then you are responsible for calling World.step directly from your game. If you call set60Hz or set30Hz then autoUpdate is reset to true.

    debugConfig: MatterDebugConfig

    The debug configuration object.

    The values stored in this object are read from the Matter World Config debug property.

    When a new Body or Constraint is added to the World, they are given the values stored in this object, unless they have their own render object set that will override them.

    Note that while you can modify the values of properties in this object at run-time, it will not change any of the Matter objects already added. It will only impact objects newly added to the world, or one that is removed and then re-added at a later time.

    debugGraphic: GameObjects.Graphics

    An instance of the Graphics object the debug bodies are drawn to, if enabled.

    drawDebug: boolean

    A flag that controls if the debug graphics will be drawn to or not.

    enabled: boolean

    A flag that toggles if the world is enabled or not.

    An instance of the MatterJS Engine.

    getDelta: Function

    This function is called every time the core game loop steps, which is bound to the Request Animation Frame frequency unless otherwise modified.

    The function is passed two values: time and delta, both of which come from the game step values.

    It must return a number. This number is used as the delta value passed to Matter.Engine.update.

    You can override this function with your own to define your own timestep.

    If you need to update the Engine multiple times in a single game step then call World.update as many times as required. Each call will trigger the getDelta function. If you wish to have full control over when the Engine updates then see the property autoUpdate.

    You can also adjust the number of iterations that Engine.update performs. 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.

    localWorld: MatterJS.World

    A World composite object that will contain all simulated bodies and constraints.

    The Matter JS Runner Configuration object.

    This object is populated via the Matter Configuration object's runner property and is updated constantly during the game step.

    scene: Scene

    The Scene to which this Matter World instance belongs.

    An object containing the 4 wall bodies that bound the physics world.

    Methods

    • Adds a Matter JS object, or array of objects, to the world.

      The objects should be valid Matter JS entities, such as a Body, Composite or Constraint.

      Triggers beforeAdd and afterAdd events.

      Parameters

      • object: object | object[]

        Can be single object, or an array, and can be a body, composite or constraint.

      Returns this

    • Add a listener for a given event.

      Parameters

      • event: string | symbol

        The event name.

      • fn: Function

        The listener function.

      • Optionalcontext: any

        The context to invoke the listener with. Default this.

      Returns this

    • Adds MatterTileBody instances for all the colliding tiles within the given tilemap layer.

      Set the appropriate tiles in your layer to collide before calling this method!

      If you modify the map after calling this method, i.e. via a function like putTileAt then you should call the Phaser.Physics.Matter.World.convertTiles function directly, passing it an array of the tiles you've added to your map.

      Parameters

      • tilemapLayer: TilemapLayer

        An array of tiles.

      • Optionaloptions: object

        Options to be passed to the MatterTileBody constructor. {@see Phaser.Physics.Matter.TileBody}

      Returns this

    • Creates MatterTileBody instances for all of the given tiles. This creates bodies regardless of whether the tiles are set to collide or not, or if they have a body already, or not.

      If you wish to pass an array of tiles that may already have bodies, you should filter the array before hand.

      Parameters

      • tiles: Tile[]

        An array of tiles.

      • Optionaloptions: object

        Options to be passed to the MatterTileBody constructor. {@see Phaser.Physics.Matter.TileBody}

      Returns this

    • Creates a rectangle Matter body and adds it to the world.

      Parameters

      • x: number

        The horizontal position of the body in the world.

      • y: number

        The vertical position of the body in the world.

      • width: number

        The width of the body.

      • height: number

        The height of the body.

      • options: object

        Optional Matter configuration object.

      Returns MatterJS.BodyType

    • Creates a Phaser.GameObjects.Graphics object that is used to render all of the debug bodies and joints to.

      This method is called automatically by the constructor, if debugging has been enabled.

      The created Graphics object is automatically added to the Scene at 0x0 and given a depth of Number.MAX_VALUE, so it renders above all else in the Scene.

      The Graphics object is assigned to the debugGraphic property of this class and drawDebug is enabled.

      Returns GameObjects.Graphics

    • Will remove all Matter physics event listeners and clear the matter physics world, engine and any debug graphics, if any.

      After destroying the world it cannot be re-used again.

      Returns void

    • Sets the world gravity and gravity scale to 0.

      Returns this

    • Calls each of the listeners registered for a given event.

      Parameters

      • event: string | symbol

        The event name.

      • ...args: any[]

        Additional arguments that will be passed to the event handler.

      Returns boolean

    • Return the number of listeners listening to a given event.

      Parameters

      • event: string | symbol

        The event name.

      Returns number

    • Return the listeners registered for a given event.

      Parameters

      • event: string | symbol

        The event name.

      Returns Function[]

    • Returns the next unique category bitfield (starting after the initial default category 0x0001). There are 32 available.

      Returns number

    • Returns the next unique group index for which bodies will collide. If isNonColliding is true, returns the next unique group index for which bodies will not collide.

      Parameters

      • OptionalisNonColliding: boolean

        If true, returns the next unique group index for which bodies will not collide. Default false.

      Returns number

    • Remove the listeners of a given event.

      Parameters

      • event: string | symbol

        The event name.

      • Optionalfn: Function

        Only remove the listeners that match this function.

      • Optionalcontext: any

        Only remove the listeners that have this context.

      • Optionalonce: boolean

        Only remove one-time listeners.

      Returns this

    • Add a listener for a given event.

      Parameters

      • event: string | symbol

        The event name.

      • fn: Function

        The listener function.

      • Optionalcontext: any

        The context to invoke the listener with. Default this.

      Returns this

    • Add a one-time listener for a given event.

      Parameters

      • event: string | symbol

        The event name.

      • fn: Function

        The listener function.

      • Optionalcontext: any

        The context to invoke the listener with. Default this.

      Returns this

    • Pauses this Matter World instance and sets enabled to false.

      A paused world will not run any simulations for the duration it is paused.

      Returns this

    • Removes a Matter JS object, or array of objects, from the world.

      The objects should be valid Matter JS entities, such as a Body, Composite or Constraint.

      Triggers beforeRemove and afterRemove events.

      Parameters

      • object: object | object[]

        Can be single object, or an array, and can be a body, composite or constraint.

      • Optionaldeep: boolean

        Optionally search the objects children and recursively remove those as well. Default false.

      Returns this

    • Remove the listeners of a given event.

      Parameters

      • event: string | symbol

        The event name.

      • Optionalfn: Function

        Only remove the listeners that match this function.

      • Optionalcontext: any

        Only remove the listeners that have this context.

      • Optionalonce: boolean

        Only remove one-time listeners.

      Returns this

    • Renders a single Matter Body to the given Phaser Graphics Game Object.

      This method is used internally by the Matter Debug Renderer, but is also exposed publically should you wish to render a Body to your own Graphics instance.

      If you don't wish to render a line around the body, set the lineColor parameter to null. Equally, if you don't wish to render a fill, set the fillColor parameter to null.

      Parameters

      • body: MatterJS.BodyType

        The Matter Body to be rendered.

      • graphics: GameObjects.Graphics

        The Graphics object to render to.

      • showInternalEdges: boolean

        Render internal edges of the polygon?

      • OptionallineColor: number

        The line color.

      • OptionallineOpacity: number

        The line opacity, between 0 and 1.

      • OptionallineThickness: number

        The line thickness. Default 1.

      • OptionalfillColor: number

        The fill color.

      • OptionalfillOpacity: number

        The fill opacity, between 0 and 1.

      Returns this

    • Renders either all axes, or a single axis indicator, for an array of Bodies, to the given Graphics instance.

      The debug renderer calls this method if the showAxes or showAngleIndicator config values are set.

      This method is used internally by the Matter Debug Renderer, but is also exposed publically should you wish to render bounds to your own Graphics instance.

      Parameters

      • bodies: any[]

        An array of bodies from the localWorld.

      • graphics: GameObjects.Graphics

        The Graphics object to render to.

      • showAxes: boolean

        If true it will render all body axes. If false it will render a single axis indicator.

      • lineColor: number

        The line color.

      • lineOpacity: number

        The line opacity, between 0 and 1.

      Returns void

    • Renders the bounds of an array of Bodies to the given Graphics instance.

      If the body is a compound body, it will render the bounds for the parent compound.

      The debug renderer calls this method if the showBounds config value is set.

      This method is used internally by the Matter Debug Renderer, but is also exposed publically should you wish to render bounds to your own Graphics instance.

      Parameters

      • bodies: any[]

        An array of bodies from the localWorld.

      • graphics: GameObjects.Graphics

        The Graphics object to render to.

      • lineColor: number

        The line color.

      • lineOpacity: number

        The line opacity, between 0 and 1.

      Returns void

    • Renders a velocity indicator for an array of Bodies, to the given Graphics instance.

      The debug renderer calls this method if the showVelocity config value is set.

      This method is used internally by the Matter Debug Renderer, but is also exposed publically should you wish to render bounds to your own Graphics instance.

      Parameters

      • bodies: any[]

        An array of bodies from the localWorld.

      • graphics: GameObjects.Graphics

        The Graphics object to render to.

      • lineColor: number

        The line color.

      • lineOpacity: number

        The line opacity, between 0 and 1.

      • lineThickness: number

        The line thickness.

      Returns void

    • Renders the list of collision points and normals to the given Graphics instance.

      The debug renderer calls this method if the showCollisions config value is set.

      This method is used internally by the Matter Debug Renderer, but is also exposed publically should you wish to render the Grid to your own Graphics instance.

      Parameters

      • pairs: MatterJS.Pair[]

        An array of Matter Pairs to be rendered.

      • graphics: GameObjects.Graphics

        The Graphics object to render to.

      • lineColor: number

        The line color.

      Returns this

    • Renders a single Matter Constraint, such as a Pin or a Spring, to the given Phaser Graphics Game Object.

      This method is used internally by the Matter Debug Renderer, but is also exposed publically should you wish to render a Constraint to your own Graphics instance.

      Parameters

      • constraint: MatterJS.ConstraintType

        The Matter Constraint to render.

      • graphics: GameObjects.Graphics

        The Graphics object to render to.

      • lineColor: number

        The line color.

      • lineOpacity: number

        The line opacity, between 0 and 1.

      • lineThickness: number

        The line thickness.

      • pinSize: number

        If this constraint is a pin, this sets the size of the pin circle.

      • anchorColor: number

        The color used when rendering this constraints anchors. Set to null to not render anchors.

      • anchorSize: number

        The size of the anchor circle, if this constraint has anchors and is rendering them.

      Returns this

    • Renders the Convex Hull for a single Matter Body to the given Phaser Graphics Game Object.

      This method is used internally by the Matter Debug Renderer, but is also exposed publically should you wish to render a Body hull to your own Graphics instance.

      Parameters

      • body: MatterJS.BodyType

        The Matter Body to be rendered.

      • graphics: GameObjects.Graphics

        The Graphics object to render to.

      • hullColor: number

        The color used to render the hull.

      • OptionallineThickness: number

        The hull line thickness. Default 1.

      Returns this

    • Renders the Engine Broadphase Controller Grid to the given Graphics instance.

      The debug renderer calls this method if the showBroadphase config value is set.

      This method is used internally by the Matter Debug Renderer, but is also exposed publically should you wish to render the Grid to your own Graphics instance.

      Parameters

      • grid: MatterJS.Grid

        The Matter Grid to be rendered.

      • graphics: GameObjects.Graphics

        The Graphics object to render to.

      • lineColor: number

        The line color.

      • lineOpacity: number

        The line opacity, between 0 and 1.

      Returns this

    • Renders the list of Pair separations to the given Graphics instance.

      The debug renderer calls this method if the showSeparations config value is set.

      This method is used internally by the Matter Debug Renderer, but is also exposed publically should you wish to render the Grid to your own Graphics instance.

      Parameters

      • pairs: MatterJS.Pair[]

        An array of Matter Pairs to be rendered.

      • graphics: GameObjects.Graphics

        The Graphics object to render to.

      • lineColor: number

        The line color.

      Returns this

    • Resets the internal collision IDs that Matter.JS uses for Body collision groups.

      You should call this before destroying your game if you need to restart the game again on the same page, without first reloading the page. Or, if you wish to consistently destroy a Scene that contains Matter.js and then run it again later in the same game.

      Returns void

    • Resumes this Matter World instance from a paused state and sets enabled to true.

      Returns this

    • Sets the debug render style for the given Matter Body.

      If you are using this on a Phaser Game Object, such as a Matter Sprite, then pass in the body property to this method, not the Game Object itself.

      If you wish to skip a parameter, so it retains its current value, pass false for it.

      If you wish to reset the Body render colors to the defaults found in the World Debug Config, then call this method with just the body parameter provided and no others.

      Parameters

      • body: MatterJS.BodyType

        The Matter Body to set the render style on.

      • OptionallineColor: number

        The line color. If null it will use the World Debug Config value.

      • OptionallineOpacity: number

        The line opacity, between 0 and 1. If null it will use the World Debug Config value.

      • OptionallineThickness: number

        The line thickness. If null it will use the World Debug Config value.

      • OptionalfillColor: number

        The fill color. If null it will use the World Debug Config value.

      • OptionalfillOpacity: number

        The fill opacity, between 0 and 1. If null it will use the World Debug Config value.

      Returns this

    • Sets the bounds of the Physics world to match the given world pixel dimensions.

      You can optionally set which 'walls' to create: left, right, top or bottom. If none of the walls are given it will default to use the walls settings it had previously. I.e. if you previously told it to not have the left or right walls, and you then adjust the world size the newly created bounds will also not have the left and right walls. Explicitly state them in the parameters to override this.

      Parameters

      • Optionalx: number

        The x coordinate of the top-left corner of the bounds. Default 0.

      • Optionaly: number

        The y coordinate of the top-left corner of the bounds. Default 0.

      • Optionalwidth: number

        The width of the bounds.

      • Optionalheight: number

        The height of the bounds.

      • Optionalthickness: number

        The thickness of each wall, in pixels. Default 64.

      • Optionalleft: boolean

        If true will create the left bounds wall. Default true.

      • Optionalright: boolean

        If true will create the right bounds wall. Default true.

      • Optionaltop: boolean

        If true will create the top bounds wall. Default true.

      • Optionalbottom: boolean

        If true will create the bottom bounds wall. Default true.

      Returns Physics.Matter.World

    • Sets the debug render style for the children of the given Matter Composite.

      Composites themselves do not render, but they can contain bodies, constraints and other composites that may do. So the children of this composite are passed to the setBodyRenderStyle, setCompositeRenderStyle and setConstraintRenderStyle methods accordingly.

      Parameters

      Returns this

    • Sets the debug render style for the given Matter Constraint.

      If you are using this on a Phaser Game Object, then pass in the body property to this method, not the Game Object itself.

      If you wish to skip a parameter, so it retains its current value, pass false for it.

      If you wish to reset the Constraint render colors to the defaults found in the World Debug Config, then call this method with just the constraint parameter provided and no others.

      Parameters

      • constraint: MatterJS.ConstraintType

        The Matter Constraint to set the render style on.

      • OptionallineColor: number

        The line color. If null it will use the World Debug Config value.

      • OptionallineOpacity: number

        The line opacity, between 0 and 1. If null it will use the World Debug Config value.

      • OptionallineThickness: number

        The line thickness. If null it will use the World Debug Config value.

      • OptionalpinSize: number

        If this constraint is a pin, this sets the size of the pin circle. If null it will use the World Debug Config value.

      • OptionalanchorColor: number

        The color used when rendering this constraints anchors. If null it will use the World Debug Config value.

      • OptionalanchorSize: number

        The size of the anchor circle, if this constraint has anchors. If null it will use the World Debug Config value.

      Returns this

    • This internal method acts as a proxy between all of the Matter JS events and then re-emits them via this class.

      Returns void

    • Sets the worlds gravity to the values given.

      Gravity effects all bodies in the world, unless they have the ignoreGravity flag set.

      Parameters

      • Optionalx: number

        The world gravity x component. Default 0.

      • Optionaly: number

        The world gravity y component. Default 1.

      • Optionalscale: number

        The gravity scale factor. Default 0.001.

      Returns this

    • Will remove all Matter physics event listeners and clear the matter physics world, engine and any debug graphics, if any.

      Returns void

    • 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.

      Parameters

      • Optionaldelta: number

        The delta value. Default 16.666.

      Returns void

    • The internal update method. This is called automatically by the parent Scene.

      Moves the simulation forward in time by delta ms. Uses World.correction value as an optional number that specifies the time correction factor to apply to the update. This can help improve the accuracy of the simulation in cases where delta is changing between updates. The value of correction is defined as delta / lastDelta, i.e. the percentage change of delta over the last step. Therefore the value is always 1 (no correction) when delta is constant (or when no correction is desired, which is the default). See the paper on Time Corrected Verlet for more information.

      Triggers beforeUpdate and afterUpdate events. Triggers collisionStart, collisionActive and collisionEnd events.

      If the World is paused, update is still run, but exits early and does not update the Matter Engine.

      Parameters

      • time: number

        The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.

      • delta: number

        The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

      Returns void

    • Runs the Matter Engine.update at a fixed timestep of 30Hz.

      Returns number

    • Runs the Matter Engine.update at a fixed timestep of 60Hz.

      Returns number

    • Updates the 4 rectangle bodies that were created, if setBounds was set in the Matter config, to use the new positions and sizes. This method is usually only called internally via the setBounds method.

      Parameters

      • add: boolean

        true if the walls are being added or updated, false to remove them from the world.

      • Optionalposition: string

        Either left, right, top or bottom. Only optional if add is false.

      • Optionalx: number

        The horizontal position to place the walls at. Only optional if add is false.

      • Optionaly: number

        The vertical position to place the walls at. Only optional if add is false.

      • Optionalwidth: number

        The width of the walls, in pixels. Only optional if add is false.

      • Optionalheight: number

        The height of the walls, in pixels. Only optional if add is false.

      Returns void