new ArcadePhysics(scene)
Parameters:
Name | Type | Description |
---|---|---|
scene |
Phaser.Scene | The Scene that this Plugin belongs to. |
- Since: 3.0.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 21)
Members
-
add :Phaser.Physics.Arcade.Factory
-
An object holding the Arcade Physics factory methods.
Type:
- Since: 3.0.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 82)
-
config :Phaser.Types.Physics.Arcade.ArcadeWorldConfig
-
A configuration object. Union of the
physics.arcade.*
properties of the GameConfig and SceneConfig objects.Type:
- Since: 3.0.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 64)
-
scene :Phaser.Scene
-
The Scene that this Plugin belongs to.
Type:
- Since: 3.0.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 46)
-
systems :Phaser.Scenes.Systems
-
The Scene's Systems.
Type:
- Since: 3.0.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 55)
-
world :Phaser.Physics.Arcade.World
-
The physics simulation.
Type:
- Since: 3.0.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 73)
Methods
-
accelerateTo(gameObject, x, y [, speed] [, xSpeedMax] [, ySpeedMax])
-
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:
Name Type Argument Default Description gameObject
Phaser.GameObjects.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.
speed
number <optional>
60 The acceleration (change in speed) in pixels per second squared.
xSpeedMax
number <optional>
500 The maximum x velocity the game object can reach.
ySpeedMax
number <optional>
500 The maximum y velocity the game object can reach.
- Since: 3.0.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 346)
Returns:
The angle (in radians) that the object should be visually set to in order to match its new velocity.
- Type
- number
-
accelerateToObject(gameObject, destination [, speed] [, xSpeedMax] [, ySpeedMax])
-
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:
Name Type Argument Default Description gameObject
Phaser.GameObjects.GameObject Any Game Object with an Arcade Physics body.
destination
Phaser.GameObjects.GameObject The Game Object to move towards. Can be any object but must have visible x/y properties.
speed
number <optional>
60 The acceleration (change in speed) in pixels per second squared.
xSpeedMax
number <optional>
500 The maximum x velocity the game object can reach.
ySpeedMax
number <optional>
500 The maximum y velocity the game object can reach.
- Since: 3.0.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 382)
Returns:
The angle (in radians) that the object should be visually set to in order to match its new velocity.
- Type
- number
-
closest(source [, targets])
-
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.
Parameters:
Name Type Argument Description source
any Any object with public
x
andy
properties, such as a Game Object or Geometry object.targets
Array.<Phaser.Physics.Arcade.Body> | Array.<Phaser.Physics.Arcade.StaticBody> | Array.<Phaser.GameObjects.GameObject> <optional>
The targets.
- Since: 3.0.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 406)
Returns:
The target closest to the given source point.
-
collide(object1 [, object2] [, collideCallback] [, processCallback] [, callbackContext])
-
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:
Name Type Argument Description object1
Phaser.Types.Physics.Arcade.ArcadeColliderType The first object or array of objects to check.
object2
Phaser.Types.Physics.Arcade.ArcadeColliderType <optional>
The second object or array of objects to check, or
undefined
.collideCallback
ArcadePhysicsCallback <optional>
An optional callback function that is called if the objects collide.
processCallback
ArcadePhysicsCallback <optional>
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 returnstrue
.callbackContext
* <optional>
The context in which to run the callbacks.
- Since: 3.0.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 217)
- See:
Returns:
True if any overlapping Game Objects were separated, otherwise false.
- Type
- boolean
-
collideTiles(sprite, tiles [, collideCallback] [, processCallback] [, callbackContext])
-
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:
Name Type Argument Description sprite
Phaser.GameObjects.GameObject The first object to check for collision.
tiles
Array.<Phaser.Tilemaps.Tile> An array of Tiles to check for collision against.
collideCallback
ArcadePhysicsCallback <optional>
An optional callback function that is called if the objects collide.
processCallback
ArcadePhysicsCallback <optional>
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 returnstrue
.callbackContext
any <optional>
The context in which to run the callbacks.
- Since: 3.17.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 259)
Fires:
Returns:
True if any objects overlap (with
overlapOnly
); or true if any overlapping objects were separated.- Type
- boolean
-
destroy()
-
The Scene that owns this plugin is being destroyed. We need to shutdown and then kill off all external references.
- Since: 3.0.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 698)
-
disableUpdate()
-
Causes
World.update
to not be automatically called each time the Scene emits andUPDATE
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(delta, time)
accordingly.Note that
World.postUpdate
is always automatically called when the Scene emits aPOST_UPDATE
event, regardless of this setting.- Since: 3.50.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 152)
-
enableUpdate()
-
Causes
World.update
to be automatically called each time the Scene emits andUPDATE
event. This is the default setting, so only needs calling if you have specifically disabled it.- Since: 3.50.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 139)
-
furthest(source [, targets])
-
Finds the Body or Game Object farthest from a source point or object.
If a
targets
argument is passed, this method finds the farthest 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 farthest Dynamic Body.If two or more targets are the exact same distance from the source point, only the first target is returned.
Parameters:
Name Type Argument Description source
any Any object with public
x
andy
properties, such as a Game Object or Geometry object.targets
Array.<Phaser.Physics.Arcade.Body> | Array.<Phaser.Physics.Arcade.StaticBody> | Array.<Phaser.GameObjects.GameObject> <optional>
The targets.
- Since: 3.0.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 460)
Returns:
The target farthest from the given source point.
-
getConfig()
-
Creates the physics configuration for the current Scene.
- Since: 3.0.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 171)
Returns:
The physics configuration.
-
moveTo(gameObject, x, y [, speed] [, maxTime])
-
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:
Name Type Argument Default Description gameObject
Phaser.GameObjects.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.
speed
number <optional>
60 The speed it will move, in pixels per second (default is 60 pixels/sec)
maxTime
number <optional>
0 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.
- Since: 3.0.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 515)
Returns:
The angle (in radians) that the object should be visually set to in order to match its new velocity.
- Type
- number
-
moveToObject(gameObject, destination [, speed] [, maxTime])
-
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:
Name Type Argument Default Description gameObject
Phaser.GameObjects.GameObject Any Game Object with an Arcade Physics body.
destination
object Any object with public
x
andy
properties, such as a Game Object or Geometry object.speed
number <optional>
60 The speed it will move, in pixels per second (default is 60 pixels/sec)
maxTime
number <optional>
0 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.
- Since: 3.0.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 552)
Returns:
The angle (in radians) that the object should be visually set to in order to match its new velocity.
- Type
- number
-
overlap(object1 [, object2] [, collideCallback] [, processCallback] [, callbackContext])
-
Tests if Game Objects overlap. See Phaser.Physics.Arcade.World#overlap
Parameters:
Name Type Argument Description object1
Phaser.Types.Physics.Arcade.ArcadeColliderType The first object or array of objects to check.
object2
Phaser.Types.Physics.Arcade.ArcadeColliderType <optional>
The second object or array of objects to check, or
undefined
.collideCallback
ArcadePhysicsCallback <optional>
An optional callback function that is called if the objects collide.
processCallback
ArcadePhysicsCallback <optional>
An optional callback function that lets you perform additional checks against the two objects if they overlap. If this is set then
collideCallback
will only be called if this callback returnstrue
.callbackContext
* <optional>
The context in which to run the callbacks.
- Since: 3.0.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 192)
- See:
Returns:
True if at least one Game Object overlaps another.
- Type
- boolean
-
overlapCirc(x, y, radius [, includeDynamic] [, includeStatic])
-
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:
Name Type Argument Default Description 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.
includeDynamic
boolean <optional>
true Should the search include Dynamic Bodies?
includeStatic
boolean <optional>
false Should the search include Static Bodies?
- Since: 3.21.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 644)
Returns:
An array of bodies that overlap with the given area.
- Type
- Array.<Phaser.Physics.Arcade.Body> | Array.<Phaser.Physics.Arcade.StaticBody>
-
overlapRect(x, y, width, height [, includeDynamic] [, includeStatic])
-
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:
Name Type Argument Default Description 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.
includeDynamic
boolean <optional>
true Should the search include Dynamic Bodies?
includeStatic
boolean <optional>
false Should the search include Static Bodies?
- Since: 3.17.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 617)
Returns:
An array of bodies that overlap with the given area.
- Type
- Array.<Phaser.Physics.Arcade.Body> | Array.<Phaser.Physics.Arcade.StaticBody>
-
overlapTiles(sprite, tiles [, collideCallback] [, processCallback] [, callbackContext])
-
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:
Name Type Argument Description sprite
Phaser.GameObjects.GameObject The first object to check for collision.
tiles
Array.<Phaser.Tilemaps.Tile> An array of Tiles to check for collision against.
collideCallback
ArcadePhysicsCallback <optional>
An optional callback function that is called if the objects overlap.
processCallback
ArcadePhysicsCallback <optional>
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 returnstrue
.callbackContext
any <optional>
The context in which to run the callbacks.
- Since: 3.17.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 292)
Fires:
Returns:
True if any objects overlap (with
overlapOnly
); or true if any overlapping objects were separated.- Type
- boolean
-
pause()
-
Pauses the simulation.
- Since: 3.0.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 320)
Returns:
The simulation.
-
resume()
-
Resumes the simulation (if paused).
- Since: 3.0.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 333)
Returns:
The simulation.
-
shutdown()
-
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.
- Since: 3.0.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 670)
-
velocityFromAngle(angle [, speed] [, vec2])
-
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:
Name Type Argument Default Description angle
number The angle in degrees calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
speed
number <optional>
60 The speed it will move, in pixels per second squared.
vec2
Phaser.Math.Vector2 <optional>
The Vector2 in which the x and y properties will be set to the calculated velocity.
- Since: 3.0.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 575)
Returns:
The Vector2 that stores the velocity.
- Type
- Phaser.Math.Vector2
-
velocityFromRotation(rotation [, speed] [, vec2])
-
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:
Name Type Argument Default Description rotation
number The angle in radians.
speed
number <optional>
60 The speed it will move, in pixels per second squared
vec2
Phaser.Math.Vector2 <optional>
The Vector2 in which the x and y properties will be set to the calculated velocity.
- Since: 3.0.0
- Source: src/physics/arcade/ArcadePhysics.js (Line 596)
Returns:
The Vector2 that stores the velocity.
- Type
- Phaser.Math.Vector2