- Source: src/physics/arcade/events/index.js (Line 7)
Events
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COLLIDE
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The Arcade Physics World Collide Event.
This event is dispatched by an Arcade Physics World instance if two bodies collide and at least one of them has their onCollide property set to
true
.It provides an alternative means to handling collide events rather than using the callback approach.
Listen to it from a Scene using:
this.physics.world.on('collide', listener)
.Please note that 'collide' and 'overlap' are two different things in Arcade Physics.
Parameters:
Name Type Description gameObject1
Phaser.GameObjects.GameObject The first Game Object involved in the collision. This is the parent of
body1
.gameObject2
Phaser.GameObjects.GameObject The second Game Object involved in the collision. This is the parent of
body2
.body1
Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody The first Physics Body involved in the collision.
body2
Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody The second Physics Body involved in the collision.
- Since: 3.0.0
- Source: src/physics/arcade/events/COLLIDE_EVENT.js (Line 7)
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OVERLAP
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The Arcade Physics World Overlap Event.
This event is dispatched by an Arcade Physics World instance if two bodies overlap and at least one of them has their onOverlap property set to
true
.It provides an alternative means to handling overlap events rather than using the callback approach.
Listen to it from a Scene using:
this.physics.world.on('overlap', listener)
.Please note that 'collide' and 'overlap' are two different things in Arcade Physics.
Parameters:
Name Type Description gameObject1
Phaser.GameObjects.GameObject The first Game Object involved in the overlap. This is the parent of
body1
.gameObject2
Phaser.GameObjects.GameObject The second Game Object involved in the overlap. This is the parent of
body2
.body1
Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody The first Physics Body involved in the overlap.
body2
Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody The second Physics Body involved in the overlap.
- Since: 3.0.0
- Source: src/physics/arcade/events/OVERLAP_EVENT.js (Line 7)
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PAUSE
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The Arcade Physics World Pause Event.
This event is dispatched by an Arcade Physics World instance when it is paused.
Listen to it from a Scene using:
this.physics.world.on('pause', listener)
.- Since: 3.0.0
- Source: src/physics/arcade/events/PAUSE_EVENT.js (Line 7)
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RESUME
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The Arcade Physics World Resume Event.
This event is dispatched by an Arcade Physics World instance when it resumes from a paused state.
Listen to it from a Scene using:
this.physics.world.on('resume', listener)
.- Since: 3.0.0
- Source: src/physics/arcade/events/RESUME_EVENT.js (Line 7)
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TILE_COLLIDE
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The Arcade Physics Tile Collide Event.
This event is dispatched by an Arcade Physics World instance if a body collides with a Tile and has its onCollide property set to
true
.It provides an alternative means to handling collide events rather than using the callback approach.
Listen to it from a Scene using:
this.physics.world.on('tilecollide', listener)
.Please note that 'collide' and 'overlap' are two different things in Arcade Physics.
Parameters:
Name Type Description gameObject
Phaser.GameObjects.GameObject The Game Object involved in the collision. This is the parent of
body
.tile
Phaser.Tilemaps.Tile The tile the body collided with.
body
Phaser.Physics.Arcade.Body The Arcade Physics Body of the Game Object involved in the collision.
- Since: 3.16.1
- Source: src/physics/arcade/events/TILE_COLLIDE_EVENT.js (Line 7)
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TILE_OVERLAP
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The Arcade Physics Tile Overlap Event.
This event is dispatched by an Arcade Physics World instance if a body overlaps with a Tile and has its onOverlap property set to
true
.It provides an alternative means to handling overlap events rather than using the callback approach.
Listen to it from a Scene using:
this.physics.world.on('tileoverlap', listener)
.Please note that 'collide' and 'overlap' are two different things in Arcade Physics.
Parameters:
Name Type Description gameObject
Phaser.GameObjects.GameObject The Game Object involved in the overlap. This is the parent of
body
.tile
Phaser.Tilemaps.Tile The tile the body overlapped.
body
Phaser.Physics.Arcade.Body The Arcade Physics Body of the Game Object involved in the overlap.
- Since: 3.16.1
- Source: src/physics/arcade/events/TILE_OVERLAP_EVENT.js (Line 7)
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WORLD_BOUNDS
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The Arcade Physics World Bounds Event.
This event is dispatched by an Arcade Physics World instance if a body makes contact with the world bounds and it has its onWorldBounds property set to
true
.It provides an alternative means to handling collide events rather than using the callback approach.
Listen to it from a Scene using:
this.physics.world.on('worldbounds', listener)
.Parameters:
Name Type Description body
Phaser.Physics.Arcade.Body The Arcade Physics Body that hit the world bounds.
up
boolean Is the Body blocked up? I.e. collided with the top of the world bounds.
down
boolean Is the Body blocked down? I.e. collided with the bottom of the world bounds.
left
boolean Is the Body blocked left? I.e. collided with the left of the world bounds.
right
boolean Is the Body blocked right? I.e. collided with the right of the world bounds.
- Since: 3.0.0
- Source: src/physics/arcade/events/WORLD_BOUNDS_EVENT.js (Line 7)
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WORLD_STEP
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The Arcade Physics World Step Event.
This event is dispatched by an Arcade Physics World instance whenever a physics step is run. It is emitted after the bodies and colliders have been updated.
In high framerate settings this can be multiple times per game frame.
Listen to it from a Scene using:
this.physics.world.on('worldstep', listener)
.Parameters:
Name Type Description delta
number The delta time amount of this step, in seconds.
- Since: 3.18.0
- Source: src/physics/arcade/events/WORLD_STEP_EVENT.js (Line 7)