Class: Body

Phaser.Physics.Arcade. Body

A Dynamic Arcade Body.

Its static counterpart is Phaser.Physics.Arcade.StaticBody.


new Body(world, gameObject)

Parameters:
Name Type Description
world Phaser.Physics.Arcade.World

The Arcade Physics simulation this Body belongs to.

gameObject Phaser.GameObjects.GameObject

The Game Object this Body belongs to.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 16)

Members


acceleration :Phaser.Math.Vector2

The Body's change in velocity, in pixels per second squared.

Type:
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 313)

allowDrag :boolean

Whether this Body's velocity is affected by its drag.

Type:
  • boolean
Since: 3.0.0
Default Value:
  • true
Source: src/physics/arcade/Body.js (Line 322)

allowGravity :boolean

Whether this Body's position is affected by gravity (local or world).

Type:
  • boolean
Since: 3.0.0
Default Value:
  • true
Source: src/physics/arcade/Body.js (Line 349)
See:

allowRotation :boolean

Whether this Body's rotation is affected by its angular acceleration and angular velocity.

Type:
  • boolean
Since: 3.0.0
Default Value:
  • true
Source: src/physics/arcade/Body.js (Line 171)

angle :number

The calculated angle of this Body's velocity vector, in radians, during the last step.

Type:
  • number
Since: 3.0.0
Default Value:
  • 0
Source: src/physics/arcade/Body.js (Line 548)

angularAcceleration :number

The Body's angular acceleration (change in angular velocity), in degrees per second squared.

Type:
  • number
Since: 3.0.0
Default Value:
  • 0
Source: src/physics/arcade/Body.js (Line 505)

angularDrag :number

Loss of angular velocity due to angular movement, in degrees per second.

Angular drag is applied only when angular acceleration is zero.

Type:
  • number
Since: 3.0.0
Default Value:
  • 0
Source: src/physics/arcade/Body.js (Line 515)

angularVelocity :number

The rate of change of this Body's rotation, in degrees per second.

Type:
  • number
Since: 3.0.0
Default Value:
  • 0
Source: src/physics/arcade/Body.js (Line 495)

blocked :Phaser.Types.Physics.Arcade.ArcadeBodyCollision

Whether this Body is colliding with a Static Body, a tile, or the world boundary. In a collision with a Static Body, if this Body has zero velocity then embedded will be set instead.

Type:
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 704)
See:

<readonly> bottom :number

The bottom edge of this Body's boundary.

Type:
  • number
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 2303)

bounce :Phaser.Math.Vector2

Rebound following a collision, relative to 1.

Type:
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 372)

center :Phaser.Math.Vector2

The center of the Body's boundary. The midpoint of its position (top-left corner) and its bottom-right corner.

Type:
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 273)

checkCollision :Phaser.Types.Physics.Arcade.ArcadeBodyCollision

Whether this Body is checked for collisions and for which directions. You can set checkCollision.none = true to disable collision checks.

Type:
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 670)

collideWorldBounds :boolean

Whether this Body interacts with the world boundary.

Type:
  • boolean
Since: 3.0.0
Default Value:
  • false
Source: src/physics/arcade/Body.js (Line 660)

<nullable> customBoundsRectangle :Phaser.Geom.Rectangle

The rectangle used for world boundary collisions.

By default it is set to the world boundary rectangle. Or, if this Body was created by a Physics Group, then whatever rectangle that Group defined.

You can also change it by using the Body.setBoundsRectangle method.

Type:
Since: 3.20
Source: src/physics/arcade/Body.js (Line 392)

customSeparateX :boolean

A flag disabling the default horizontal separation of colliding bodies. Pass your own collideCallback to the collider.

Type:
  • boolean
Since: 3.0.0
Default Value:
  • false
Source: src/physics/arcade/Body.js (Line 598)

customSeparateY :boolean

A flag disabling the default vertical separation of colliding bodies. Pass your own collideCallback to the collider.

Type:
  • boolean
Since: 3.0.0
Default Value:
  • false
Source: src/physics/arcade/Body.js (Line 609)

debugBodyColor :integer

The color of this Body on the debug display.

Type:
  • integer
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 92)

debugShowBody :boolean

Whether the Body's boundary is drawn to the debug display.

Type:
  • boolean
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 74)

debugShowVelocity :boolean

Whether the Body's velocity is drawn to the debug display.

Type:
  • boolean
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 83)

deltaMax :Phaser.Math.Vector2

The Body's absolute maximum change in position, in pixels per step.

Type:
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 304)

drag :Phaser.Math.Vector2|number

Absolute loss of velocity due to movement, in pixels per second squared. The x and y components are applied separately.

When useDamping is true, this is 1 minus the damping factor. A value of 1 means the Body loses no velocity. A value of 0.95 means the Body loses 5% of its velocity per step. A value of 0.5 means the Body loses 50% of its velocity per step.

Drag is applied only when acceleration is zero.

Type:
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 332)

embedded :boolean

Whether this Body is overlapped with another and both are not moving, on at least one axis.

Type:
  • boolean
Since: 3.0.0
Default Value:
  • false
Source: src/physics/arcade/Body.js (Line 650)

enable :boolean

Whether this Body is updated by the physics simulation.

Type:
  • boolean
Since: 3.0.0
Default Value:
  • true
Source: src/physics/arcade/Body.js (Line 101)

facing :integer

The direction of the Body's velocity, as calculated during the last step. If the Body is moving on both axes (diagonally), this describes motion on the vertical axis only.

Type:
  • integer
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 568)

friction :Phaser.Math.Vector2

If this Body is immovable and in motion, friction is the proportion of this Body's motion received by the riding Body on each axis, relative to 1. The horizontal component (x) is applied only when two colliding Bodies are separated vertically. The vertical component (y) is applied only when two colliding Bodies are separated horizontally. The default value (1, 0) moves the riding Body horizontally in equal proportion to this Body and vertically not at all.

Type:
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 465)

gameObject :Phaser.GameObjects.GameObject

The Game Object this Body belongs to.

Type:
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 48)

gravity :Phaser.Math.Vector2

Acceleration due to gravity (specific to this Body), in pixels per second squared. Total gravity is the sum of this vector and the simulation's gravity.

Type:
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 361)
See:

halfHeight :number

Half the Body's height, in pixels.

Type:
  • number
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 264)

halfWidth :number

Half the Body's width, in pixels.

Type:
  • number
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 255)

<readonly> height :number

The height of the Body boundary, in pixels. If the Body is circular, this is also the diameter. If you wish to change the height use the Body.setSize method.

Type:
  • number
Since: 3.0.0
Default Value:
  • 64
Source: src/physics/arcade/Body.js (Line 214)

immovable :boolean

Whether this Body can be moved by collisions with another Body.

Type:
  • boolean
Since: 3.0.0
Default Value:
  • false
Source: src/physics/arcade/Body.js (Line 578)

isCircle :boolean

Whether this Body's boundary is circular (true) or rectangular (false).

Type:
  • boolean
Since: 3.0.0
Default Value:
  • false
Source: src/physics/arcade/Body.js (Line 111)
See:

<readonly> left :number

The left edge of the Body's boundary. Identical to x.

Type:
  • number
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 2252)

mass :number

The Body's inertia, relative to a default unit (1). With bounce, this affects the exchange of momentum (velocities) during collisions.

Type:
  • number
Since: 3.0.0
Default Value:
  • 1
Source: src/physics/arcade/Body.js (Line 537)

maxAngular :number

The Body's maximum angular velocity, in degrees per second.

Type:
  • number
Since: 3.0.0
Default Value:
  • 1000
Source: src/physics/arcade/Body.js (Line 527)

maxSpeed :number

The maximum speed this Body is allowed to reach, in pixels per second.

If not negative it limits the scalar value of speed.

Any negative value means no maximum is being applied (the default).

Type:
  • number
Since: 3.16.0
Default Value:
  • -1
Source: src/physics/arcade/Body.js (Line 451)

maxVelocity :Phaser.Math.Vector2

The Body's absolute maximum velocity, in pixels per second. The horizontal and vertical components are applied separately.

Type:
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 441)

moves :boolean

Whether the Body's position and rotation are affected by its velocity, acceleration, drag, and gravity.

Type:
  • boolean
Since: 3.0.0
Default Value:
  • true
Source: src/physics/arcade/Body.js (Line 588)

<readonly> newVelocity :Phaser.Math.Vector2

The Body's change in position (due to velocity) at the last step, in pixels.

The size of this value depends on the simulation's step rate.

Type:
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 292)

offset :Phaser.Math.Vector2

The offset of this Body's position from its Game Object's position, in source pixels.

Type:
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 134)
See:

onCollide :boolean

Whether the simulation emits a collide event when this Body collides with another.

Type:
  • boolean
Since: 3.0.0
Default Value:
  • false
Source: src/physics/arcade/Body.js (Line 419)
See:
  • Phaser.Physics.Arcade.World#collideEvent

onOverlap :boolean

Whether the simulation emits an overlap event when this Body overlaps with another.

Type:
  • boolean
Since: 3.0.0
Default Value:
  • false
Source: src/physics/arcade/Body.js (Line 430)
See:
  • Phaser.Physics.Arcade.World#overlapEvent

onWorldBounds :boolean

Whether the simulation emits a worldbounds event when this Body collides with the world boundary (and collideWorldBounds is also true).

Type:
  • boolean
Since: 3.0.0
Default Value:
  • false
Source: src/physics/arcade/Body.js (Line 408)
See:
  • Phaser.Physics.Arcade.World#worldboundsEvent

overlapR :number

The amount of overlap (before separation), if this Body is circular and colliding with another circular body.

Type:
  • number
Since: 3.0.0
Default Value:
  • 0
Source: src/physics/arcade/Body.js (Line 640)

overlapX :number

The amount of horizontal overlap (before separation), if this Body is colliding with another.

Type:
  • number
Since: 3.0.0
Default Value:
  • 0
Source: src/physics/arcade/Body.js (Line 620)

overlapY :number

The amount of vertical overlap (before separation), if this Body is colliding with another.

Type:
  • number
Since: 3.0.0
Default Value:
  • 0
Source: src/physics/arcade/Body.js (Line 630)

<readonly> physicsType :integer

The Body's physics type (dynamic or static).

Type:
  • integer
Since: 3.0.0
Default Value:
  • Phaser.Physics.Arcade.DYNAMIC_BODY
Source: src/physics/arcade/Body.js (Line 728)

position :Phaser.Math.Vector2

The position of this Body within the simulation.

Type:
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 144)

preRotation :number

The Body rotation, in degrees, during the previous step.

Type:
  • number
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 192)

prev :Phaser.Math.Vector2

The position of this Body during the previous step.

Type:
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 153)

prevFrame :Phaser.Math.Vector2

The position of this Body during the previous frame.

Type:
Since: 3.20.0
Source: src/physics/arcade/Body.js (Line 162)

radius :number

If this Body is circular, this is the unscaled radius of the Body's boundary, as set by setCircle(), in source pixels. The true radius is equal to halfWidth.

Type:
  • number
Since: 3.0.0
Default Value:
  • 0
Source: src/physics/arcade/Body.js (Line 122)
See:

The right edge of the Body's boundary.

Type:
  • number
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 2269)

rotation :number

This body's rotation, in degrees, based on its angular acceleration and angular velocity. The Body's rotation controls the angle of its Game Object. It doesn't rotate the Body's boundary, which is always an axis-aligned rectangle or a circle.

Type:
  • number
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 181)

sourceHeight :number

The unscaled height of the Body, in source pixels, as set by setSize(). The default is the height of the Body's Game Object's texture frame.

Type:
  • number
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 238)
See:

sourceWidth :number

The unscaled width of the Body, in source pixels, as set by setSize(). The default is the width of the Body's Game Object's texture frame.

Type:
  • number
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 227)
See:

speed :number

The calculated magnitude of the Body's velocity, in pixels per second, during the last step.

Type:
  • number
Since: 3.0.0
Default Value:
  • 0
Source: src/physics/arcade/Body.js (Line 558)

syncBounds :boolean

Whether to automatically synchronize this Body's dimensions to the dimensions of its Game Object's visual bounds.

Type:
  • boolean
Since: 3.0.0
Default Value:
  • false
Source: src/physics/arcade/Body.js (Line 717)
See:

<readonly> top :number

The top edge of the Body's boundary. Identical to y.

Type:
  • number
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 2286)

touching :Phaser.Types.Physics.Arcade.ArcadeBodyCollision

Whether this Body is colliding with a Body or Static Body and in which direction. In a collision where both bodies have zero velocity, embedded will be set instead.

Type:
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 680)
See:

transform :object

Transformations applied to this Body.

Type:
  • object
Since: 3.4.0
Source: src/physics/arcade/Body.js (Line 57)

useDamping :boolean

If this Body is using drag for deceleration this property controls how the drag is applied. If set to true drag will use a damping effect rather than a linear approach. If you are creating a game where the Body moves freely at any angle (i.e. like the way the ship moves in the game Asteroids) then you will get a far smoother and more visually correct deceleration by using damping, avoiding the axis-drift that is prone with linear deceleration.

If you enable this property then you should use far smaller drag values than with linear, as they are used as a multiplier on the velocity. Values such as 0.95 will give a nice slow deceleration, where-as smaller values, such as 0.5 will stop an object almost immediately.

Type:
  • boolean
Since: 3.10.0
Default Value:
  • false
Source: src/physics/arcade/Body.js (Line 477)

velocity :Phaser.Math.Vector2

The Body's velocity, in pixels per second.

Type:
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 283)

wasTouching :Phaser.Types.Physics.Arcade.ArcadeBodyCollision

This Body's touching value during the previous step.

Type:
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 693)
See:

<readonly> width :number

The width of the Body boundary, in pixels. If the Body is circular, this is also the diameter. If you wish to change the width use the Body.setSize method.

Type:
  • number
Since: 3.0.0
Default Value:
  • 64
Source: src/physics/arcade/Body.js (Line 201)

world :Phaser.Physics.Arcade.World

The Arcade Physics simulation this Body belongs to.

Type:
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 39)

<nullable> worldBounce :Phaser.Math.Vector2

Rebound following a collision with the world boundary, relative to 1. If null, bounce is used instead.

Type:
Since: 3.0.0
Default Value:
  • null
Source: src/physics/arcade/Body.js (Line 381)

x :number

The Body's horizontal position (left edge).

Type:
  • number
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 2210)

y :number

The Body's vertical position (top edge).

Type:
  • number
Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 2231)

Methods


checkWorldBounds()

Checks for collisions between this Body and the world boundary and separates them.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1115)
Returns:

True if this Body is colliding with the world boundary.

Type
boolean

deltaAbsX()

The absolute (non-negative) change in this Body's horizontal position from the previous step.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1439)
Returns:

The delta value.

Type
number

deltaAbsY()

The absolute (non-negative) change in this Body's vertical position from the previous step.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1452)
Returns:

The delta value.

Type
number

deltaX()

The change in this Body's horizontal position from the previous step. This value is set during the Body's update phase.

As a Body can update multiple times per step this may not hold the final delta value for the Body. In this case, please see the deltaXFinal method.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1465)
Returns:

The delta value.

Type
number

deltaXFinal()

The change in this Body's horizontal position from the previous game update.

This value is set during the postUpdate phase and takes into account the deltaMax and final position of the Body.

Because this value is not calculated until postUpdate, you must listen for it during a Scene POST_UPDATE or RENDER event, and not in update, as it will not be calculated by that point. If you do use these values in update they will represent the delta from the previous game frame.

Since: 3.22.0
Source: src/physics/arcade/Body.js (Line 1499)
Returns:

The final delta x value.

Type
number

deltaY()

The change in this Body's vertical position from the previous step. This value is set during the Body's update phase.

As a Body can update multiple times per step this may not hold the final delta value for the Body. In this case, please see the deltaYFinal method.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1482)
Returns:

The delta value.

Type
number

deltaYFinal()

The change in this Body's vertical position from the previous game update.

This value is set during the postUpdate phase and takes into account the deltaMax and final position of the Body.

Because this value is not calculated until postUpdate, you must listen for it during a Scene POST_UPDATE or RENDER event, and not in update, as it will not be calculated by that point. If you do use these values in update they will represent the delta from the previous game frame.

Since: 3.22.0
Source: src/physics/arcade/Body.js (Line 1520)
Returns:

The final delta y value.

Type
number

deltaZ()

The change in this Body's rotation from the previous step, in degrees.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1541)
Returns:

The delta value.

Type
number

destroy()

Disables this Body and marks it for deletion by the simulation.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1554)

drawDebug(graphic)

Draws this Body's boundary and velocity, if enabled.

Parameters:
Name Type Description
graphic Phaser.GameObjects.Graphics

The Graphics object to draw on.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1570)

getBounds(obj)

Copies the coordinates of this Body's edges into an object.

Parameters:
Name Type Description
obj Phaser.Types.Physics.Arcade.ArcadeBodyBounds

An object to copy the values into.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1347)
Returns:
  • An object with {x, y, right, bottom}.
Type
Phaser.Types.Physics.Arcade.ArcadeBodyBounds

hitTest(x, y)

Tests if the coordinates are within this Body's boundary.

Parameters:
Name Type Description
x number

The horizontal coordinate.

y number

The vertical coordinate.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1367)
Returns:

True if (x, y) is within this Body.

Type
boolean

onCeiling()

Whether this Body is touching a tile or the world boundary while moving up.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1411)
See:
Returns:

True if touching.

Type
boolean

onFloor()

Whether this Body is touching a tile or the world boundary while moving down.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1397)
See:
Returns:

True if touching.

Type
boolean

onWall()

Whether this Body is touching a tile or the world boundary while moving left or right.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1425)
See:
Returns:

True if touching.

Type
boolean

postUpdate()

Feeds the Body results back into the parent Game Object.

This method is called every game frame, regardless if the world steps or not.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1024)

preUpdate(willStep, delta)

Syncs the position body position with the parent Game Object.

This method is called every game frame, regardless if the world steps or not.

Parameters:
Name Type Description
willStep boolean

Will this Body run an update as well?

delta number

The delta time, in seconds, elapsed since the last frame.

Since: 3.17.0
Source: src/physics/arcade/Body.js (Line 932)

reset(x, y)

Resets this Body to the given coordinates. Also positions its parent Game Object to the same coordinates. If the Body had any velocity or acceleration it is lost as a result of calling this.

Parameters:
Name Type Description
x number

The horizontal position to place the Game Object and Body.

y number

The vertical position to place the Game Object and Body.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1291)

resetFlags()

Prepares the Body for a physics step by resetting the wasTouching, touching and blocked states.

This method is only called if the physics world is going to run a step this frame.

Since: 3.18.0
Source: src/physics/arcade/Body.js (Line 896)

setAcceleration(x, y)

Sets the Body's acceleration.

Parameters:
Name Type Description
x number

The horizontal component, in pixels per second squared.

y number

The vertical component, in pixels per second squared.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1836)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setAccelerationX(value)

Sets the Body's horizontal acceleration.

Parameters:
Name Type Description
value number

The acceleration, in pixels per second squared.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1854)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setAccelerationY(value)

Sets the Body's vertical acceleration.

Parameters:
Name Type Description
value number

The acceleration, in pixels per second squared.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1871)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setAllowDrag( [value])

Enables or disables drag.

Parameters:
Name Type Argument Default Description
value boolean <optional>
true

true to allow drag on this body, or false to disable it.

Since: 3.9.0
Source: src/physics/arcade/Body.js (Line 1888)
See:
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setAllowGravity( [value])

Enables or disables gravity's effect on this Body.

Parameters:
Name Type Argument Default Description
value boolean <optional>
true

true to allow gravity on this body, or false to disable it.

Since: 3.9.0
Source: src/physics/arcade/Body.js (Line 1908)
See:
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setAllowRotation( [value])

Enables or disables rotation.

Parameters:
Name Type Argument Default Description
value boolean <optional>
true

true to allow rotation on this body, or false to disable it.

Since: 3.9.0
Source: src/physics/arcade/Body.js (Line 1928)
See:
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setAngularAcceleration(value)

Sets the Body's angular acceleration.

Parameters:
Name Type Description
value number

The acceleration, in degrees per second squared.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 2121)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setAngularDrag(value)

Sets the Body's angular drag.

Parameters:
Name Type Description
value number

The drag, in degrees per second squared.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 2138)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setAngularVelocity(value)

Sets the Body's angular velocity.

Parameters:
Name Type Description
value number

The velocity, in degrees per second.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 2104)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setBounce(x, y)

Sets the Body's bounce.

Parameters:
Name Type Description
x number

The horizontal bounce, relative to 1.

y number

The vertical bounce, relative to 1.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1784)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setBounceX(value)

Sets the Body's horizontal bounce.

Parameters:
Name Type Description
value number

The bounce, relative to 1.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1802)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setBounceY(value)

Sets the Body's vertical bounce.

Parameters:
Name Type Description
value number

The bounce, relative to 1.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1819)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setBoundsRectangle( [bounds])

Sets a custom collision boundary rectangle. Use if you want to have a custom boundary instead of the world boundaries.

Parameters:
Name Type Argument Description
bounds Phaser.Geom.Rectangle <optional>
<nullable>

The new boundary rectangle. Pass null to use the World bounds.

Since: 3.20
Source: src/physics/arcade/Body.js (Line 1097)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setCircle(radius [, offsetX] [, offsetY])

Sizes and positions this Body's boundary, as a circle.

Parameters:
Name Type Argument Description
radius number

The radius of the Body, in source pixels.

offsetX number <optional>

The horizontal offset of the Body from its Game Object, in source pixels.

offsetY number <optional>

The vertical offset of the Body from its Game Object, in source pixels.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1248)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setCollideWorldBounds( [value] [, bounceX] [, bounceY])

Sets whether this Body collides with the world boundary.

Optionally also sets the World Bounce values. If the Body.worldBounce is null, it's set to a new Phaser.Math.Vector2 first.

Parameters:
Name Type Argument Default Description
value boolean <optional>
true

true if this body should collide with the world bounds, otherwise false.

bounceX number <optional>

If given this will be replace the worldBounce.x value.

bounceY number <optional>

If given this will be replace the worldBounce.y value.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1638)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setDrag(x, y)

Sets the Body's drag.

Parameters:
Name Type Description
x number

The horizontal component, in pixels per second squared.

y number

The vertical component, in pixels per second squared.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1948)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setDragX(value)

Sets the Body's horizontal drag.

Parameters:
Name Type Description
value number

The drag, in pixels per second squared.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1966)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setDragY(value)

Sets the Body's vertical drag.

Parameters:
Name Type Description
value number

The drag, in pixels per second squared.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1983)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setEnable( [value])

Sets the Body's enable property.

Parameters:
Name Type Argument Default Description
value boolean <optional>
true

The value to assign to enable.

Since: 3.15.0
Source: src/physics/arcade/Body.js (Line 2191)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setFriction(x, y)

Sets the Body's friction.

Parameters:
Name Type Description
x number

The horizontal component, relative to 1.

y number

The vertical component, relative to 1.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 2052)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setFrictionX(value)

Sets the Body's horizontal friction.

Parameters:
Name Type Description
value number

The friction value, relative to 1.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 2070)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setFrictionY(value)

Sets the Body's vertical friction.

Parameters:
Name Type Description
value number

The friction value, relative to 1.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 2087)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setGravity(x, y)

Sets the Body's gravity.

Parameters:
Name Type Description
x number

The horizontal component, in pixels per second squared.

y number

The vertical component, in pixels per second squared.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 2000)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setGravityX(value)

Sets the Body's horizontal gravity.

Parameters:
Name Type Description
value number

The gravity, in pixels per second squared.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 2018)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setGravityY(value)

Sets the Body's vertical gravity.

Parameters:
Name Type Description
value number

The gravity, in pixels per second squared.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 2035)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setImmovable( [value])

Sets the Body's immovable property.

Parameters:
Name Type Argument Default Description
value boolean <optional>
true

The value to assign to immovable.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 2172)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setMass(value)

Sets the Body's mass.

Parameters:
Name Type Description
value number

The mass value, relative to 1.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 2155)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setMaxSpeed(value)

Sets the maximum speed the Body can move.

Parameters:
Name Type Description
value number

The maximum speed value, in pixels per second. Set to a negative value to disable.

Since: 3.16.0
Source: src/physics/arcade/Body.js (Line 1767)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setMaxVelocity(x [, y])

Sets the Body's maximum velocity.

Parameters:
Name Type Argument Default Description
x number

The horizontal velocity, in pixels per second.

y number <optional>
x

The vertical velocity, in pixels per second.

Since: 3.10.0
Source: src/physics/arcade/Body.js (Line 1749)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setOffset(x [, y])

Sets the offset of the Body's position from its Game Object's position.

Parameters:
Name Type Argument Default Description
x number

The horizontal offset, in source pixels.

y number <optional>
x

The vertical offset, in source pixels.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1172)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setSize( [width] [, height] [, center])

Sizes and positions this Body's boundary, as a rectangle. Modifies the Body offset if center is true (the default). Resets the width and height to match current frame, if no width and height provided and a frame is found.

Parameters:
Name Type Argument Default Description
width integer <optional>

The width of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame width.

height integer <optional>

The height of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame height.

center boolean <optional>
true

Modify the Body's offset, placing the Body's center on its Game Object's center. Only works if the Game Object has the getCenter method.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1193)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setVelocity(x [, y])

Sets the Body's velocity.

Parameters:
Name Type Argument Default Description
x number

The horizontal velocity, in pixels per second.

y number <optional>
x

The vertical velocity, in pixels per second.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1682)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setVelocityX(value)

Sets the Body's horizontal velocity.

Parameters:
Name Type Description
value number

The velocity, in pixels per second.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1705)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

setVelocityY(value)

Sets the Body's vertical velocity.

Parameters:
Name Type Description
value number

The velocity, in pixels per second.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1727)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

stop()

Sets acceleration, velocity, and speed to zero.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1328)
Returns:

This Body object.

Type
Phaser.Physics.Arcade.Body

update(delta)

Performs a single physics step and updates the body velocity, angle, speed and other properties.

This method can be called multiple times per game frame, depending on the physics step rate.

The results are synced back to the Game Object in postUpdate.

Parameters:
Name Type Description
delta number

The delta time, in seconds, elapsed since the last frame.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 977)
Fires:

updateBounds()

Updates the Body's transform, width, height, and center from its Game Object. The Body's position isn't changed.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 814)

updateCenter()

Updates the Body's center from its position, width, and height.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 885)

willDrawDebug()

Whether this Body will be drawn to the debug display.

Since: 3.0.0
Source: src/physics/arcade/Body.js (Line 1625)
Returns:

True if either debugShowBody or debugShowVelocity are enabled.

Type
boolean