- Source: src/physics/arcade/index.js (Line 10)
Classes
Namespaces
Members
-
<static, readonly> DYNAMIC_BODY :number
-
Dynamic Body.
Type:
- number
- Since: 3.0.0
- Source: src/physics/arcade/const.js (Line 15)
- See:
-
<static, readonly> FACING_DOWN :number
-
Facing down.
Type:
- number
- Since: 3.0.0
- Source: src/physics/arcade/const.js (Line 85)
- See:
-
<static, readonly> FACING_LEFT :number
-
Facing left.
Type:
- number
- Since: 3.0.0
- Source: src/physics/arcade/const.js (Line 97)
- See:
-
<static, readonly> FACING_NONE :number
-
Facing no direction (initial value).
Type:
- number
- Since: 3.0.0
- Source: src/physics/arcade/const.js (Line 61)
- See:
-
<static, readonly> FACING_RIGHT :number
-
Facing right.
Type:
- number
- Since: 3.0.0
- Source: src/physics/arcade/const.js (Line 109)
- See:
-
<static, readonly> FACING_UP :number
-
Facing up.
Type:
- number
- Since: 3.0.0
- Source: src/physics/arcade/const.js (Line 73)
- See:
-
<static, readonly> GROUP :number
-
Arcade Physics Group containing Dynamic Bodies.
Type:
- number
- Since: 3.0.0
- Source: src/physics/arcade/const.js (Line 41)
-
<static, readonly> STATIC_BODY :number
-
Static Body.
Type:
- number
- Since: 3.0.0
- Source: src/physics/arcade/const.js (Line 28)
- See:
-
<static, readonly> TILEMAPLAYER :number
-
A Tilemap Layer.
Type:
- number
- Since: 3.0.0
- Source: src/physics/arcade/const.js (Line 51)
Methods
-
<static> GetOverlapX(body1, body2, overlapOnly, bias)
-
Calculates and returns the horizontal overlap between two arcade physics bodies and sets their properties accordingly, including:
touching.left
,touching.right
,touching.none
and `overlapX'.Parameters:
Name Type Description body1
Phaser.Physics.Arcade.Body The first Body to separate.
body2
Phaser.Physics.Arcade.Body The second Body to separate.
overlapOnly
boolean Is this an overlap only check, or part of separation?
bias
number A value added to the delta values during collision checks. Increase it to prevent sprite tunneling(sprites passing through another instead of colliding).
- Since: 3.0.0
- Source: src/physics/arcade/GetOverlapX.js (Line 9)
Returns:
The amount of overlap.
- Type
- number
-
<static> GetOverlapY(body1, body2, overlapOnly, bias)
-
Calculates and returns the vertical overlap between two arcade physics bodies and sets their properties accordingly, including:
touching.up
,touching.down
,touching.none
and `overlapY'.Parameters:
Name Type Description body1
Phaser.Physics.Arcade.Body The first Body to separate.
body2
Phaser.Physics.Arcade.Body The second Body to separate.
overlapOnly
boolean Is this an overlap only check, or part of separation?
bias
number A value added to the delta values during collision checks. Increase it to prevent sprite tunneling(sprites passing through another instead of colliding).
- Since: 3.0.0
- Source: src/physics/arcade/GetOverlapY.js (Line 9)
Returns:
The amount of overlap.
- Type
- number
-
<static> SeparateX(body1, body2, overlapOnly, bias)
-
Separates two overlapping bodies on the X-axis (horizontally).
Separation involves moving two overlapping bodies so they don't overlap anymore and adjusting their velocities based on their mass. This is a core part of collision detection.
The bodies won't be separated if there is no horizontal overlap between them, if they are static, or if either one uses custom logic for its separation.
Parameters:
Name Type Description body1
Phaser.Physics.Arcade.Body The first Body to separate.
body2
Phaser.Physics.Arcade.Body The second Body to separate.
overlapOnly
boolean If
true
, the bodies will only have their overlap data set and no separation will take place.bias
number A value to add to the delta value during overlap checking. Used to prevent sprite tunneling.
- Since: 3.0.0
- Source: src/physics/arcade/SeparateX.js (Line 10)
Returns:
true
if the two bodies overlap vertically, otherwisefalse
.- Type
- boolean
-
<static> SeparateY(body1, body2, overlapOnly, bias)
-
Separates two overlapping bodies on the Y-axis (vertically).
Separation involves moving two overlapping bodies so they don't overlap anymore and adjusting their velocities based on their mass. This is a core part of collision detection.
The bodies won't be separated if there is no vertical overlap between them, if they are static, or if either one uses custom logic for its separation.
Parameters:
Name Type Description body1
Phaser.Physics.Arcade.Body The first Body to separate.
body2
Phaser.Physics.Arcade.Body The second Body to separate.
overlapOnly
boolean If
true
, the bodies will only have their overlap data set and no separation will take place.bias
number A value to add to the delta value during overlap checking. Used to prevent sprite tunneling.
- Since: 3.0.0
- Source: src/physics/arcade/SeparateY.js (Line 10)
Returns:
true
if the two bodies overlap vertically, otherwisefalse
.- Type
- boolean