Class: Physics

Phaser. Physics

Phaser.Physics

new Physics(game, physicsConfig)

The Physics Manager is responsible for looking after all of the running physics systems. Phaser supports 3 physics systems: Arcade Physics, P2 and Ninja Physics (with Box2D and Chipmunk in development) Game Objects can belong to only 1 physics system, but you can have multiple systems active in a single game.

For example you could have P2 managing a polygon-built terrain landscape that an vehicle drives over, while it could be firing bullets that use the faster (due to being much simpler) Arcade Physics system.

Parameters:
Name Type Argument Default Description
game Phaser.Game

A reference to the currently running game.

physicsConfig object <optional>
null

A physics configuration object to pass to the Physics world on creation.

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Classes

Arcade
Ninja
P2

Members

<static, constant> ARCADE :number

Type:
  • number
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<static, constant> BOX2D :number

Type:
  • number
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<static, constant> CHIPMUNK :number

Type:
  • number
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<static, constant> NINJA :number

Type:
  • number
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<static, constant> P2JS :number

Type:
  • number
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arcade

Properties:
Name Type Description
arcade Phaser.Physics.Arcade

The Arcade Physics system.

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box2d

Properties:
Name Type Description
box2d Phaser.Physics.Box2D

The Box2D Physics system (to be done).

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chipmunk

Properties:
Name Type Description
chipmunk Phaser.Physics.Chipmunk

The Chipmunk Physics system (to be done).

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config

Properties:
Name Type Description
config object

The physics configuration object as passed to the game on creation.

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game

Properties:
Name Type Description
game Phaser.Game

Local reference to game.

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ninja

Properties:
Name Type Description
ninja Phaser.Physics.Ninja

The N+ Ninja Physics System.

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p2

Properties:
Name Type Description
p2 Phaser.Physics.P2

The P2.JS Physics system.

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Methods

<protected> clear()

Clears down all active physics systems. This doesn't destroy them, it just clears them of objects and is called when the State changes.

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destroy()

Destroys all active physics systems. Usually only called on a Game Shutdown, not on a State swap.

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enable(object, system, debug)

This will create a default physics body on the given game object or array of objects. A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed. It can be for any of the physics systems that have been started:

Phaser.Physics.Arcade - A light weight AABB based collision system with basic separation. Phaser.Physics.P2JS - A full-body advanced physics system supporting multiple object shapes, polygon loading, contact materials, springs and constraints. Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system. Advanced AABB and Circle vs. Tile collision. Phaser.Physics.BOX2D - A port of https://code.google.com/p/box2d-html5 Phaser.Physics.CHIPMUNK is still in development.

If you require more control over what type of body is created, for example to create a Ninja Physics Circle instead of the default AABB, then see the individual physics systems enable methods instead of using this generic one.

Parameters:
Name Type Argument Default Description
object object | array

The game object to create the physics body on. Can also be an array of objects, a body will be created on every object in the array.

system number <optional>
Phaser.Physics.ARCADE

The physics system that will be used to create the body. Defaults to Arcade Physics.

debug boolean <optional>
false

Enable the debug drawing for this body. Defaults to false.

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parseConfig()

Parses the Physics Configuration object passed to the Game constructor and starts any physics systems specified within.

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<protected> preUpdate()

preUpdate checks.

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setBoundsToWorld(left, right, top, bottom, setCollisionGroup)

Sets the bounds of the Physics world to match the Game.World dimensions. You can optionally set which 'walls' to create: left, right, top or bottom.

Parameters:
Name Type Argument Default Description
left boolean <optional>
true

If true will create the left bounds wall.

right boolean <optional>
true

If true will create the right bounds wall.

top boolean <optional>
true

If true will create the top bounds wall.

bottom boolean <optional>
true

If true will create the bottom bounds wall.

setCollisionGroup boolean <optional>
true

If true the Bounds will be set to use its own Collision Group.

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<protected> setBoundsToWorld()

Updates the physics bounds to match the world dimensions.

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setWorldMaterial(material, left, right, top, bottom)

Sets the given material against the 4 bounds of this World.

Parameters:
Name Type Argument Default Description
material Phaser.Physics.P2.Material

The material to set.

left boolean <optional>
true

If true will set the material on the left bounds wall.

right boolean <optional>
true

If true will set the material on the right bounds wall.

top boolean <optional>
true

If true will set the material on the top bounds wall.

bottom boolean <optional>
true

If true will set the material on the bottom bounds wall.

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startSystem(The)

This will create an instance of the requested physics simulation. Phaser.Physics.Arcade is running by default, but all others need activating directly. You can start the following physics systems: Phaser.Physics.P2JS - A full-body advanced physics system by Stefan Hedman. Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system. Phaser.Physics.BOX2D and Phaser.Physics.CHIPMUNK are still in development.

Parameters:
Name Type Description
The number

physics system to start.

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<protected> update()

Updates all running physics systems.

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Phaser Copyright © 2012-2014 Photon Storm Ltd.
Documentation generated by JSDoc 3.3.0-dev on Wed Oct 22 2014 21:45:58 GMT+0100 (BST) using the DocStrap template.