The Scene to which this Matter World instance belongs.
The Matter World configuration object.
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.
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.
An instance of the Graphics object the debug bodies are drawn to, if enabled.
A flag that controls if the debug graphics will be drawn to or not.
A flag that toggles if the world is enabled or not.
An instance of the MatterJS Engine.
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.
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.
The Scene to which this Matter World instance belongs.
An object containing the 4 wall bodies that bound the physics world.
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.
Can be single object, or an array, and can be a body, composite or constraint.
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default 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.
An array of tiles.
Optionaloptions: objectOptions to be passed to the MatterTileBody constructor. {@see Phaser.Physics.Matter.TileBody}
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.
An array of tiles.
Optionaloptions: objectOptions to be passed to the MatterTileBody constructor. {@see Phaser.Physics.Matter.TileBody}
Creates a rectangle Matter body and adds it to the world.
The horizontal position of the body in the world.
The vertical position of the body in the world.
The width of the body.
The height of the body.
Optional Matter configuration object.
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.
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.
Sets the world gravity and gravity scale to 0.
Calls each of the listeners registered for a given event.
The event name.
Additional arguments that will be passed to the event handler.
Return an array listing the events for which the emitter has registered listeners.
Returns all the composites in the Matter World, including all composites in children, recursively.
Returns all the constraints in the Matter World, including all constraints in children, recursively.
Returns true if the given body can be found within the World.
The Matter Body, or Game Object, to search for within the world.
Return the number of listeners listening to a given event.
The event name.
Return the listeners registered for a given event.
The event name.
Returns the next unique category bitfield (starting after the initial default category 0x0001). There are 32 available.
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.
OptionalisNonColliding: booleanIf true, returns the next unique group index for which bodies will not collide. Default false.
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.
Pauses this Matter World instance and sets enabled to false.
A paused world will not run any simulations for the duration it is paused.
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.
Can be single object, or an array, and can be a body, composite or constraint.
Optionaldeep: booleanOptionally search the objects children and recursively remove those as well. Default false.
Remove all listeners, or those of the specified event.
Optionalevent: string | symbolThe event name.
Removes a Matter JS constraint, or array of constraints, from the world.
Triggers beforeRemove and afterRemove events.
A Matter JS Constraint, or an array of constraints, to be removed.
Optionaldeep: booleanOptionally search the objects children and recursively remove those as well. Default false.
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.
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.
The Matter Body to be rendered.
The Graphics object to render to.
Render internal edges of the polygon?
OptionallineColor: numberThe line color.
OptionallineOpacity: numberThe line opacity, between 0 and 1.
OptionallineThickness: numberThe line thickness. Default 1.
OptionalfillColor: numberThe fill color.
OptionalfillOpacity: numberThe fill opacity, between 0 and 1.
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.
An array of bodies from the localWorld.
The Graphics object to render to.
If true it will render all body axes. If false it will render a single axis indicator.
The line color.
The line opacity, between 0 and 1.
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.
An array of bodies from the localWorld.
The Graphics object to render to.
The line color.
The line opacity, between 0 and 1.
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.
An array of bodies from the localWorld.
The Graphics object to render to.
The line color.
The line opacity, between 0 and 1.
The line thickness.
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.
An array of Matter Pairs to be rendered.
The Graphics object to render to.
The line color.
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.
The Matter Constraint to render.
The Graphics object to render to.
The line color.
The line opacity, between 0 and 1.
The line thickness.
If this constraint is a pin, this sets the size of the pin circle.
The color used when rendering this constraints anchors. Set to null to not render anchors.
The size of the anchor circle, if this constraint has anchors and is rendering them.
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.
The Matter Body to be rendered.
The Graphics object to render to.
The color used to render the hull.
OptionallineThickness: numberThe hull line thickness. Default 1.
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.
The Matter Grid to be rendered.
The Graphics object to render to.
The line color.
The line opacity, between 0 and 1.
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.
An array of Matter Pairs to be rendered.
The Graphics object to render to.
The line color.
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.
Resumes this Matter World instance from a paused state and sets enabled to true.
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.
The Matter Body to set the render style on.
OptionallineColor: numberThe line color. If null it will use the World Debug Config value.
OptionallineOpacity: numberThe line opacity, between 0 and 1. If null it will use the World Debug Config value.
OptionallineThickness: numberThe line thickness. If null it will use the World Debug Config value.
OptionalfillColor: numberThe fill color. If null it will use the World Debug Config value.
OptionalfillOpacity: numberThe fill opacity, between 0 and 1. If null it will use the World Debug Config value.
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.
Optionalx: numberThe x coordinate of the top-left corner of the bounds. Default 0.
Optionaly: numberThe y coordinate of the top-left corner of the bounds. Default 0.
Optionalwidth: numberThe width of the bounds.
Optionalheight: numberThe height of the bounds.
Optionalthickness: numberThe thickness of each wall, in pixels. Default 64.
Optionalleft: booleanIf true will create the left bounds wall. Default true.
Optionalright: booleanIf true will create the right bounds wall. Default true.
Optionaltop: booleanIf true will create the top bounds wall. Default true.
Optionalbottom: booleanIf true will create the bottom bounds wall. Default true.
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.
The Matter Composite to set the render style on.
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.
The Matter Constraint to set the render style on.
OptionallineColor: numberThe line color. If null it will use the World Debug Config value.
OptionallineOpacity: numberThe line opacity, between 0 and 1. If null it will use the World Debug Config value.
OptionallineThickness: numberThe line thickness. If null it will use the World Debug Config value.
OptionalpinSize: numberIf this constraint is a pin, this sets the size of the pin circle. If null it will use the World Debug Config value.
OptionalanchorColor: numberThe color used when rendering this constraints anchors. If null it will use the World Debug Config value.
OptionalanchorSize: numberThe size of the anchor circle, if this constraint has anchors. If null it will use the World Debug Config value.
This internal method acts as a proxy between all of the Matter JS events and then re-emits them via this class.
Sets the worlds gravity to the values given.
Gravity effects all bodies in the world, unless they have the ignoreGravity flag set.
Optionalx: numberThe world gravity x component. Default 0.
Optionaly: numberThe world gravity y component. Default 1.
Optionalscale: numberThe gravity scale factor. Default 0.001.
Will remove all Matter physics event listeners and clear the matter physics world, engine and any debug graphics, if any.
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.
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.
The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
Runs the Matter Engine.update at a fixed timestep of 30Hz.
Runs the Matter Engine.update at a fixed timestep of 60Hz.
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.
true if the walls are being added or updated, false to remove them from the world.
Optionalposition: stringEither left, right, top or bottom. Only optional if add is false.
Optionalx: numberThe horizontal position to place the walls at. Only optional if add is false.
Optionaly: numberThe vertical position to place the walls at. Only optional if add is false.
Optionalwidth: numberThe width of the walls, in pixels. Only optional if add is false.
Optionalheight: numberThe height of the walls, in pixels. Only optional if add is false.
The Matter World class is responsible for managing one single instance of a Matter Physics World for Phaser.
Access this via
this.matter.worldfrom 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
localWorldproperty. If you wish to access the Matter Engine directly, see theengineproperty.This class is an Event Emitter and will proxy all Matter JS events, as they are received.