Class: TileBody

Phaser.Physics.Matter. TileBody

A wrapper around a Tile that provides access to a corresponding Matter body. A tile can only have one Matter body associated with it. You can either pass in an existing Matter body for the tile or allow the constructor to create the corresponding body for you. If the Tile has a collision group (defined in Tiled), those shapes will be used to create the body. If not, the tile's rectangle bounding box will be used.

The corresponding body will be accessible on the Tile itself via Tile.physics.matterBody.

Note: not all Tiled collision shapes are supported. See Phaser.Physics.Matter.TileBody#setFromTileCollision for more information.


new TileBody(world, tile [, options])

Parameters:
Name Type Argument Description
world Phaser.Physics.Matter.World

The Matter world instance this body belongs to.

tile Phaser.Tilemaps.Tile

The target tile that should have a Matter body.

options Phaser.Types.Physics.Matter.MatterTileOptions <optional>

Options to be used when creating the Matter body.

Since: 3.0.0
Source: src/physics/matter-js/MatterTileBody.js (Line 16)

Extends

Members


<readonly> centerOfMass :Phaser.Math.Vector2

The body's center of mass.

Calling this creates a new `Vector2 each time to avoid mutation.

If you only need to read the value and won't change it, you can get it from GameObject.body.centerOfMass.

Type:
Since: 3.10.0
Inherited From:
Source: src/physics/matter-js/components/Mass.js (Line 52)

tile :Phaser.Tilemaps.Tile

The tile object the body is associated with.

Type:
Since: 3.0.0
Source: src/physics/matter-js/MatterTileBody.js (Line 69)

world :Phaser.Physics.Matter.World

The Matter world the body exists within.

Type:
Since: 3.0.0
Source: src/physics/matter-js/MatterTileBody.js (Line 78)

Methods


addListener(event, fn [, context])

Add a listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 111)
Returns:

this.

Type
Phaser.Physics.Matter.TileBody

destroy()

Removes the current body from the tile and the world.

Since: 3.0.0
Overrides:
Source: src/physics/matter-js/MatterTileBody.js (Line 297)
Returns:

This TileBody object.

Type
Phaser.Physics.Matter.TileBody

emit(event [, args])

Calls each of the listeners registered for a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

args * <optional>
<repeatable>

Additional arguments that will be passed to the event handler.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 86)
Returns:

true if the event had listeners, else false.

Type
boolean

eventNames()

Return an array listing the events for which the emitter has registered listeners.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 55)
Returns:
Type
Array.<(string|symbol)>

isSensor()

Is the body belonging to this Game Object a sensor or not?

Since: 3.0.0
Inherited From:
Source: src/physics/matter-js/components/Sensor.js (Line 33)
Returns:

true if the body is a sensor, otherwise false.

Type
boolean

isStatic()

Returns true if the body is static, otherwise false for a dynamic body.

Since: 3.0.0
Inherited From:
Source: src/physics/matter-js/components/Static.js (Line 34)
Returns:

true if the body is static, otherwise false.

Type
boolean

listenerCount(event)

Return the number of listeners listening to a given event.

Parameters:
Name Type Description
event string | symbol

The event name.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 75)
Returns:

The number of listeners.

Type
number

listeners(event)

Return the listeners registered for a given event.

Parameters:
Name Type Description
event string | symbol

The event name.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 64)
Returns:

The registered listeners.

Type
Array.<function()>

off(event [, fn] [, context] [, once])

Remove the listeners of a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

fn function <optional>

Only remove the listeners that match this function.

context * <optional>

Only remove the listeners that have this context.

once boolean <optional>

Only remove one-time listeners.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 151)
Returns:

this.

Type
Phaser.Physics.Matter.TileBody

on(event, fn [, context])

Add a listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 98)
Returns:

this.

Type
Phaser.Physics.Matter.TileBody

once(event, fn [, context])

Add a one-time listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 124)
Returns:

this.

Type
Phaser.Physics.Matter.TileBody

removeAllListeners( [event])

Remove all listeners, or those of the specified event.

Parameters:
Name Type Argument Description
event string | symbol <optional>

The event name.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 165)
Returns:

this.

Type
Phaser.Physics.Matter.TileBody

removeBody()

Removes the current body from the TileBody and from the Matter world

Since: 3.0.0
Source: src/physics/matter-js/MatterTileBody.js (Line 277)
Returns:

This TileBody object.

Type
Phaser.Physics.Matter.TileBody

removeListener(event [, fn] [, context] [, once])

Remove the listeners of a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

fn function <optional>

Only remove the listeners that match this function.

context * <optional>

Only remove the listeners that have this context.

once boolean <optional>

Only remove one-time listeners.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 137)
Returns:

this.

Type
Phaser.Physics.Matter.TileBody

setAwake()

Wakes this Body if asleep.

Since: 3.22.0
Inherited From:
Source: src/physics/matter-js/components/Sleep.js (Line 32)
Returns:

This Game Object.

Type
Phaser.Physics.Matter.TileBody

setBody(body [, addToWorld])

Sets the current body to the given body. This will remove the previous body, if one already exists.

Parameters:
Name Type Argument Default Description
body MatterJS.BodyType

The new Matter body to use.

addToWorld boolean <optional>
true

Whether or not to add the body to the Matter world.

Since: 3.0.0
Source: src/physics/matter-js/MatterTileBody.js (Line 245)
Returns:

This TileBody object.

Type
Phaser.Physics.Matter.TileBody

setBounce(value)

Sets the restitution on the physics object.

Parameters:
Name Type Description
value number

A Number that defines the restitution (elasticity) of the body. The value is always positive and is in the range (0, 1). A value of 0 means collisions may be perfectly inelastic and no bouncing may occur. A value of 0.8 means the body may bounce back with approximately 80% of its kinetic energy. Note that collision response is based on pairs of bodies, and that restitution values are combined with the following formula: Math.max(bodyA.restitution, bodyB.restitution)

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

This Game Object.

Type
Phaser.GameObjects.GameObject

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
Inherited From:
Source: src/physics/matter-js/components/Collision.js (Line 54)
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
Inherited From:
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
Inherited From:
Source: src/physics/matter-js/components/Collision.js (Line 34)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setDensity(value)

Sets density of the body.

Parameters:
Name Type Description
value number

The new density of the body.

Since: 3.0.0
Inherited From:
Source: src/physics/matter-js/components/Mass.js (Line 35)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setFriction(value [, air] [, fstatic])

Sets new friction values for this Game Object's Matter Body.

Parameters:
Name Type Argument Description
value number

The new friction of the body, between 0 and 1, where 0 allows the Body to slide indefinitely, while 1 allows it to stop almost immediately after a force is applied.

air number <optional>

If provided, the new air resistance of the Body. The higher the value, the faster the Body will slow as it moves through space. 0 means the body has no air resistance.

fstatic number <optional>

If provided, the new static friction of the Body. The higher the value (e.g. 10), the more force it will take to initially get the Body moving when it is nearly stationary. 0 means the body will never "stick" when it is nearly stationary.

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

This Game Object.

Type
Phaser.GameObjects.GameObject

setFrictionAir(value)

Sets a new air resistance for this Game Object's Matter Body. A value of 0 means the Body will never slow as it moves through space. The higher the value, the faster a Body slows when moving through space.

Parameters:
Name Type Description
value number

The new air resistance for the Body.

Since: 3.0.0
Inherited From:
Source: src/physics/matter-js/components/Friction.js (Line 44)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setFrictionStatic(value)

Sets a new static friction for this Game Object's Matter Body. A value of 0 means the Body will never "stick" when it is nearly stationary. The higher the value (e.g. 10), the more force it will take to initially get the Body moving when it is nearly stationary.

Parameters:
Name Type Description
value number

The new static friction for the Body.

Since: 3.0.0
Inherited From:
Source: src/physics/matter-js/components/Friction.js (Line 63)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setFromTileCollision( [options])

Sets the current body from the collision group associated with the Tile. This is typically set up in Tiled's collision editor.

Note: Matter doesn't support all shapes from Tiled. Rectangles and polygons are directly supported. Ellipses are converted into circle bodies. Polylines are treated as if they are closed polygons. If a tile has multiple shapes, a multi-part body will be created. Concave shapes are supported if poly-decomp library is included. Decomposition is not guaranteed to work for complex shapes (e.g. holes), so it's often best to manually decompose a concave polygon into multiple convex polygons yourself.

Parameters:
Name Type Argument Description
options Phaser.Types.Physics.Matter.MatterBodyTileOptions <optional>

Options to be used when creating the Matter body. See MatterJS.Body for a list of what Matter accepts.

Since: 3.0.0
Source: src/physics/matter-js/MatterTileBody.js (Line 148)
Returns:

This TileBody object.

Type
Phaser.Physics.Matter.TileBody

setFromTileRectangle( [options])

Sets the current body to a rectangle that matches the bounds of the tile.

Parameters:
Name Type Argument Description
options Phaser.Types.Physics.Matter.MatterBodyTileOptions <optional>

Options to be used when creating the Matter body. See MatterJS.Body for a list of what Matter accepts.

Since: 3.0.0
Source: src/physics/matter-js/MatterTileBody.js (Line 122)
Returns:

This TileBody object.

Type
Phaser.Physics.Matter.TileBody

setIgnoreGravity(value)

A togglable function for ignoring world gravity in real-time on the current body.

Parameters:
Name Type Description
value boolean

Set to true to ignore the effect of world gravity, or false to not ignore it.

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

This Game Object.

Type
Phaser.GameObjects.GameObject

setMass(value)

Sets the mass of the Game Object's Matter Body.

Parameters:
Name Type Description
value number

The new mass of the body.

Since: 3.0.0
Inherited From:
Source: src/physics/matter-js/components/Mass.js (Line 18)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setOnCollide(callback)

The callback is sent a Phaser.Types.Physics.Matter.MatterCollisionData object.

This does not change the bodies collision category, group or filter. Those must be set in addition to the callback.

Parameters:
Name Type Description
callback function

The callback to invoke when this body starts colliding with another.

Since: 3.22.0
Inherited From:
Source: src/physics/matter-js/components/Collision.js (Line 87)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setOnCollideActive(callback)

The callback is sent a Phaser.Types.Physics.Matter.MatterCollisionData object.

This does not change the bodies collision category, group or filter. Those must be set in addition to the callback.

Parameters:
Name Type Description
callback function

The callback to invoke for the duration of this body colliding with another.

Since: 3.22.0
Inherited From:
Source: src/physics/matter-js/components/Collision.js (Line 127)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setOnCollideEnd(callback)

The callback is sent a Phaser.Types.Physics.Matter.MatterCollisionData object.

This does not change the bodies collision category, group or filter. Those must be set in addition to the callback.

Parameters:
Name Type Description
callback function

The callback to invoke when this body stops colliding with another.

Since: 3.22.0
Inherited From:
Source: src/physics/matter-js/components/Collision.js (Line 107)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setOnCollideWith(body, callback)

The callback is sent a reference to the other body, along with a Phaser.Types.Physics.Matter.MatterCollisionData object.

This does not change the bodies collision category, group or filter. Those must be set in addition to the callback.

Parameters:
Name Type Description
body MatterJS.Body | Array.<MatterJS.Body>

The body, or an array of bodies, to test for collisions with.

callback function

The callback to invoke when this body collides with the given body or bodies.

Since: 3.22.0
Inherited From:
Source: src/physics/matter-js/components/Collision.js (Line 147)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setSensor(value)

Set the body belonging to this Game Object to be a sensor. Sensors trigger collision events, but don't react with colliding body physically.

Parameters:
Name Type Description
value boolean

true to set the body as a sensor, or false to disable it.

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

This Game Object.

Type
Phaser.GameObjects.GameObject

setSleepEndEvent(value)

Enables or disables the Sleep End event for this body.

Parameters:
Name Type Description
value boolean

true to enable the sleep event, or false to disable it.

Since: 3.0.0
Inherited From:
Source: src/physics/matter-js/components/Sleep.js (Line 117)
Returns:

This Game Object.

Type
Phaser.Physics.Matter.TileBody

setSleepEvents(start, end)

Enable sleep and wake events for this body.

By default when a body goes to sleep, or wakes up, it will not emit any events.

The events are emitted by the Matter World instance and can be listened to via the SLEEP_START and SLEEP_END events.

Parameters:
Name Type Description
start boolean

true if you want the sleep start event to be emitted for this body.

end boolean

true if you want the sleep end event to be emitted for this body.

Since: 3.0.0
Inherited From:
Source: src/physics/matter-js/components/Sleep.js (Line 64)
Returns:

This Game Object.

Type
Phaser.Physics.Matter.TileBody

setSleepStartEvent(value)

Enables or disables the Sleep Start event for this body.

Parameters:
Name Type Description
value boolean

true to enable the sleep event, or false to disable it.

Since: 3.0.0
Inherited From:
Source: src/physics/matter-js/components/Sleep.js (Line 88)
Returns:

This Game Object.

Type
Phaser.Physics.Matter.TileBody

setSleepThreshold( [value])

Sets the number of updates in which this body must have near-zero velocity before it is set as sleeping (if sleeping is enabled by the engine).

Parameters:
Name Type Argument Default Description
value number <optional>
60

A Number that defines the number of updates in which this body must have near-zero velocity before it is set as sleeping.

Since: 3.0.0
Inherited From:
Source: src/physics/matter-js/components/Sleep.js (Line 45)
Returns:

This Game Object.

Type
Phaser.Physics.Matter.TileBody

setStatic(value)

Changes the physics body to be either static true or dynamic false.

Parameters:
Name Type Description
value boolean

true to set the body as being static, or false to make it dynamic.

Since: 3.0.0
Inherited From:
Source: src/physics/matter-js/components/Static.js (Line 17)
Returns:

This Game Object.

Type
Phaser.GameObjects.GameObject

setToSleep()

Sets this Body to sleep.

Since: 3.22.0
Inherited From:
Source: src/physics/matter-js/components/Sleep.js (Line 19)
Returns:

This Game Object.

Type
Phaser.Physics.Matter.TileBody

shutdown()

Removes all listeners.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 31)