- Source: src/physics/impact/typedefs/index.js (Line 7)
Type Definitions
-
BodyUpdateCallback(body)
-
Parameters:
Name Type Description body
Phaser.Physics.Impact.Body [description]
- Since: 3.0.0
- Source: src/physics/impact/Body.js (Line 13)
-
CollisionOptions
-
Type:
- object
- Since: 3.0.0
- Source: src/physics/impact/typedefs/CollisionOptions.js (Line 1)
Properties:
Name Type Argument Default Description slopeTileProperty
string <optional>
null Slope IDs can be stored on tiles directly using Impacts tileset editor. If a tile has a property with the given slopeTileProperty string name, the value of that property for the tile will be used for its slope mapping. E.g. a 45 degree slope upward could be given a "slope" property with a value of 2.
slopeMap
object <optional>
null A tile index to slope definition map.
defaultCollidingSlope
integer <optional>
null If specified, the default slope ID to assign to a colliding tile. If not specified, the tile's index is used.
defaultNonCollidingSlope
integer <optional>
0 The default slope ID to assign to a non-colliding tile.
-
JSONImpactBody
-
Type:
- object
- Since: 3.0.0
- Source: src/physics/impact/typedefs/JSONImpactBody.js (Line 1)
Properties:
Name Type Description name
string [description]
size
Phaser.Types.Math.Vector2Like [description]
pos
Phaser.Types.Math.Vector2Like The entity's position in the game world.
vel
Phaser.Types.Math.Vector2Like Current velocity in pixels per second.
accel
Phaser.Types.Math.Vector2Like Current acceleration to be added to the entity's velocity per second. E.g. an entity with a
vel.x
of 0 andaccel.x
of 10 will have avel.x
of 100 ten seconds later.friction
Phaser.Types.Math.Vector2Like Deceleration to be subtracted from the entity's velocity per second. Only applies if
accel
is 0.maxVel
Phaser.Types.Math.Vector2Like The maximum velocity a body can move.
gravityFactor
number [description]
bounciness
number [description]
minBounceVelocity
number [description]
type
Phaser.Physics.Impact.TYPE [description]
checkAgainst
Phaser.Physics.Impact.TYPE [description]
collides
Phaser.Physics.Impact.COLLIDES [description]
-
WorldConfig
-
Type:
- object
- Since: 3.0.0
- Source: src/physics/impact/typedefs/WorldConfig.js (Line 1)
Properties:
Name Type Argument Default Description gravity
number <optional>
0 cellSize
number <optional>
64 The size of the cells used for the broadphase pass. Increase this value if you have lots of large objects in the world.
timeScale
number <optional>
1 A number that allows per-body time scaling, e.g. a force-field where bodies inside are in slow-motion, while others are at full speed.
maxStep
number <optional>
0.05 [description]
debug
boolean <optional>
false Sets Phaser.Physics.Impact.World#debug.
maxVelocity
number <optional>
100 The maximum velocity a body can move.
debugShowBody
boolean <optional>
true Whether the Body's boundary is drawn to the debug display.
debugShowVelocity
boolean <optional>
true Whether the Body's velocity is drawn to the debug display.
debugBodyColor
number <optional>
0xff00ff The color of this Body on the debug display.
debugVelocityColor
number <optional>
0x00ff00 The color of the Body's velocity on the debug display.
maxVelocityX
number <optional>
maxVelocity Maximum X velocity objects can move.
maxVelocityY
number <optional>
maxVelocity Maximum Y velocity objects can move.
minBounceVelocity
number <optional>
40 The minimum velocity an object can be moving at to be considered for bounce.
gravityFactor
number <optional>
1 Gravity multiplier. Set to 0 for no gravity.
bounciness
number <optional>
0 The default bounce, or restitution, of bodies in the world.
setBounds
object | boolean <optional>
Should the world have bounds enabled by default?
Properties
Name Type Argument Default Description x
number <optional>
0 The x coordinate of the world bounds.
y
number <optional>
0 The y coordinate of the world bounds.
width
number <optional>
The width of the world bounds.
height
number <optional>
The height of the world bounds.
thickness
number <optional>
64 The thickness of the walls of the world bounds.
left
boolean <optional>
true Should the left-side world bounds wall be created?
right
boolean <optional>
true Should the right-side world bounds wall be created?
top
boolean <optional>
true Should the top world bounds wall be created?
bottom
boolean <optional>
true Should the bottom world bounds wall be created?
-
WorldDefaults
-
An object containing the 4 wall bodies that bound the physics world.
Type:
- object
- Since: 3.0.0
- Source: src/physics/impact/typedefs/WorldDefaults.js (Line 1)
Properties:
Name Type Description debugShowBody
boolean Whether the Body's boundary is drawn to the debug display.
debugShowVelocity
boolean Whether the Body's velocity is drawn to the debug display.
bodyDebugColor
number The color of this Body on the debug display.
velocityDebugColor
number The color of the Body's velocity on the debug display.
maxVelocityX
number Maximum X velocity objects can move.
maxVelocityY
number Maximum Y velocity objects can move.
minBounceVelocity
number The minimum velocity an object can be moving at to be considered for bounce.
gravityFactor
number Gravity multiplier. Set to 0 for no gravity.
bounciness
number The default bounce, or restitution, of bodies in the world.
-
WorldWalls
-
Type:
- object
- Since: 3.0.0
- Source: src/physics/impact/typedefs/WorldWalls.js (Line 1)
Properties:
Name Type Argument Description left
Phaser.Physics.Impact.Body <nullable>
The left-side wall of the world bounds.
right
Phaser.Physics.Impact.Body <nullable>
The right-side wall of the world bounds.
top
Phaser.Physics.Impact.Body <nullable>
The top wall of the world bounds.
bottom
Phaser.Physics.Impact.Body <nullable>
The bottom wall of the world bounds.