Physics.Ninja.Body
Class: Phaser.Physics.Ninja.Body
Constructor
new Body(system, sprite, type, id, radius, x, y, width, height)
The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than
the Sprite itself. For example you can set the velocity, bounce values etc all on the Body.
Parameters
Name | Type | Argument | Default | Description |
---|---|---|---|---|
system | Phaser.Physics.Ninja | The physics system this Body belongs to. | ||
sprite | Phaser.Sprite | The Sprite object this physics body belongs to. | ||
type | number | <optional> | 1 | The type of Ninja shape to create. 1 = AABB, 2 = Circle or 3 = Tile. |
id | number | <optional> | 1 | If this body is using a Tile shape, you can set the Tile id here, i.e. Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn, Phaser.Physics.Ninja.Tile.CONVEXpp, etc. |
radius | number | <optional> | 16 | If this body is using a Circle shape this controls the radius. |
x | number | <optional> | 0 | The x coordinate of this Body. This is only used if a sprite is not provided. |
y | number | <optional> | 0 | The y coordinate of this Body. This is only used if a sprite is not provided. |
width | number | <optional> | 0 | The width of this Body. This is only used if a sprite is not provided. |
height | number | <optional> | 0 | The height of this Body. This is only used if a sprite is not provided. |
- Source code: physics/ninja/Body.js (Line 23)
Public Properties
- Source code: physics/ninja/Body.js (Line 54)
- Source code: physics/ninja/Body.js (Line 535)
- Source code: physics/ninja/Body.js (Line 496)
- Default Value
- 0.3
- Source code: physics/ninja/Body.js (Line 95)
- Source code: physics/ninja/Body.js (Line 125)
- Source code: physics/ninja/Body.js (Line 64)
- Source code: physics/ninja/Body.js (Line 118)
- Default Value
- 1
- Source code: physics/ninja/Body.js (Line 77)
- Source code: physics/ninja/Body.js (Line 106)
- Default Value
- 0.05
- Source code: physics/ninja/Body.js (Line 83)
- Source code: physics/ninja/Body.js (Line 39)
- Default Value
- 1
- Source code: physics/ninja/Body.js (Line 89)
- Source code: physics/ninja/Body.js (Line 483)
- Source code: physics/ninja/Body.js (Line 112)
- Default Value
- 8
- Source code: physics/ninja/Body.js (Line 144)
- Source code: physics/ninja/Body.js (Line 509)
- Source code: physics/ninja/Body.js (Line 69)
- Source code: physics/ninja/Body.js (Line 522)
- Source code: physics/ninja/Body.js (Line 34)
- Source code: physics/ninja/Body.js (Line 49)
- Source code: physics/ninja/Body.js (Line 59)
- Source code: physics/ninja/Body.js (Line 132)
- Source code: physics/ninja/Body.js (Line 44)
- Source code: physics/ninja/Body.js (Line 100)
- Source code: physics/ninja/Body.js (Line 138)
- Source code: physics/ninja/Body.js (Line 470)
- Source code: physics/ninja/Body.js (Line 438)
- Source code: physics/ninja/Body.js (Line 454)
aabb : Phaser.Physics.Ninja.AABB
The AABB object this body is using for collision.
[readonly] angle : number
The angle of this Body
[readonly] bottom : number
The bottom value of this Body (same as Body.y + Body.height)
bounce : number
The bounciness of this object when it collides. A value between 0 and 1. We recommend setting it to 0.999 to avoid jittering.
checkCollision : Object
Set the checkCollision properties to control which directions collision is processed for this Body.
For example checkCollision.up = false means it won't collide when the collision happened while moving up. An object containing allowed collision.
circle : Phaser.Physics.Ninja.Circle
The Circle object this body is using for collision.
collideWorldBounds : boolean
A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World. Should the Body collide with the World bounds?
drag : number
The drag applied to this object as it moves.
facing : number
A const reference to the direction the Body is traveling or facing.
friction : number
The friction applied to this object as it moves.
game : Phaser.Game
Local reference to game.
gravityScale : number
How much of the world gravity should be applied to this object? 1 = all of it, 0.5 = 50%, etc.
[readonly] height : number
The height of this Body
immovable : boolean
An immovable Body will not receive any impacts from other bodies. Not fully implemented.
maxSpeed : number
The maximum speed this body can travel at (taking drag and friction into account)
[readonly] right : number
The right value of this Body (same as Body.x + Body.width)
shape : Object
A local reference to the body shape.
[readonly] speed : number
The speed of this Body
sprite : Phaser.Sprite
Reference to the parent Sprite.
system : Phaser.Physics.Ninja
The parent physics system.
tile : Phaser.Physics.Ninja.Tile
The Tile object this body is using for collision.
touching : Object
This object is populated with boolean values when the Body collides with another.
touching.up = true means the collision happened to the top of this Body for example. An object containing touching results.
type : number
The type of physics system this body belongs to.
velocity : Phaser.Point
The velocity in pixels per second sq. of the Body.
wasTouching : Object
This object is populated with previous touching values from the bodies previous collision. An object containing previous touching results.
[readonly] width : number
The width of this Body
x : number
The x position.
y : number
The y position.
Public Methods
- Source code: physics/ninja/Body.js (Line 381)
- Source code: physics/ninja/Body.js (Line 391)
- Source code: physics/ninja/Body.js (Line 401)
- Source code: physics/ninja/Body.js (Line 411)
- Source code: physics/ninja/Body.js (Line 421)
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: physics/ninja/Body.js (Line 214)
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: physics/ninja/Body.js (Line 184)
- Source code: physics/ninja/Body.js (Line 548)
- Source code: physics/ninja/Body.js (Line 365)
- Source code: physics/ninja/Body.js (Line 257)
deltaAbsX() → {number}
Returns the absolute delta x value.
Returns
The absolute delta value.
deltaAbsY() → {number}
Returns the absolute delta y value.
Returns
The absolute delta value.
deltaX() → {number}
Returns the delta x value. The difference between Body.x now and in the previous step.
Returns
The delta value. Positive if the motion was to the right, negative if to the left.
deltaY() → {number}
Returns the delta y value. The difference between Body.y now and in the previous step.
Returns
The delta value. Positive if the motion was downwards, negative if upwards.
destroy()
Destroys this body's reference to the sprite and system, and destroys its shape.
<internal> postUpdate()
Internal method.
<internal> preUpdate()
Internal method.
render(context, body, color, filled)
Render Sprite's Body.
Parameters
Name | Type | Argument | Default | Description |
---|---|---|---|---|
context | object | The context to render to. | ||
body | Phaser.Physics.Ninja.Body | The Body to render. | ||
color | string | <optional> | 'rgba(0,255,0,0.4)' | color of the debug shape to be rendered. (format is css color string). |
filled | boolean | <optional> | true | Render the shape as a filled (default, true) or a stroked (false) |
reset()
Resets all Body values and repositions on the Sprite.
setZeroVelocity()
Stops all movement of this body.
© 2016 Richard Davey, Photon Storm Ltd.
Licensed under the MIT License.
http://phaser.io/docs/2.6.2/Phaser.Physics.Ninja.Body.html