Namespace: Collision

Phaser.Physics.Matter.Components. Collision

Contains methods for changing the collision filter of a Matter Body. Should be used as a mixin and not called directly.

Since: 3.0.0
Source: src/physics/matter-js/components/Collision.js (Line 7)

Methods


setCollidesWith(categories)

Sets the collision mask for this Game Object's Matter Body. Two Matter Bodies with different collision groups will only collide if each one includes the other's category in its mask based on a bitwise AND, i.e. (categoryA & maskB) !== 0 and (categoryB & maskA) !== 0 are both true.

Parameters:
Name Type Description
categories number | Array.<number>

A unique category bitfield, or an array of them.

Since: 3.0.0
Source: src/physics/matter-js/components/Collision.js (Line 49)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setCollisionCategory(value)

Sets the collision category of this Game Object's Matter Body. This number must be a power of two between 2^0 (= 1) and 2^31. Two bodies with different collision groups (see #setCollisionGroup) will only collide if their collision categories are included in their collision masks (see #setCollidesWith).

Parameters:
Name Type Description
value number

Unique category bitfield.

Since: 3.0.0
Source: src/physics/matter-js/components/Collision.js (Line 15)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setCollisionGroup(value)

Sets the collision group of this Game Object's Matter Body. If this is zero or two Matter Bodies have different values, they will collide according to the usual rules (see #setCollisionCategory and #setCollisionGroup). If two Matter Bodies have the same positive value, they will always collide; if they have the same negative value, they will never collide.

Parameters:
Name Type Description
value number

Unique group index.

Since: 3.0.0
Source: src/physics/matter-js/components/Collision.js (Line 32)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject