new MatterPhysics(scene)
Parameters:
Name | Type | Description |
---|---|---|
scene |
Phaser.Scene | The Phaser Scene that owns this Matter Physics instance. |
- Since: 3.0.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 41)
Members
-
add :Phaser.Physics.Matter.Factory
-
An instance of the Matter Factory. This class provides lots of functions for creating a wide variety of physics objects and adds them automatically to the Matter World.
You can use this class to cut-down on the amount of code required in your game, however, use of the Factory is entirely optional and should be seen as a development aid. It's perfectly possible to create and add components to the Matter world without using it.
Type:
- Since: 3.0.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 141)
-
axes :MatterJS.AxesFactory
-
A reference to the
Matter.Axes
module.The
Matter.Axes
module contains methods for creating and manipulating sets of axes.Type:
- MatterJS.AxesFactory
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 316)
-
bodies :MatterJS.BodiesFactory
-
A reference to the
Matter.Bodies
module.The
Matter.Bodies
module contains factory methods for creating rigid bodies with commonly used body configurations (such as rectangles, circles and other polygons).Type:
- MatterJS.BodiesFactory
- Since: 3.18.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 290)
-
body :MatterJS.BodyFactory
-
A reference to the
Matter.Body
module.The
Matter.Body
module contains methods for creating and manipulating body models. AMatter.Body
is a rigid body that can be simulated by aMatter.Engine
. Factories for commonly used body configurations (such as rectangles, circles and other polygons) can be found in theBodies
module.Type:
- MatterJS.BodyFactory
- Since: 3.18.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 167)
-
bodyBounds :Phaser.Physics.Matter.BodyBounds
-
An instance of the Body Bounds class. This class contains functions used for getting the world position from various points around the bounds of a physics body.
Type:
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 155)
-
bounds :MatterJS.BoundsFactory
-
A reference to the
Matter.Bounds
module.The
Matter.Bounds
module contains methods for creating and manipulating axis-aligned bounding boxes (AABB).Type:
- MatterJS.BoundsFactory
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 327)
-
composite :MatterJS.CompositeFactory
-
A reference to the
Matter.Composite
module.The
Matter.Composite
module contains methods for creating and manipulating composite bodies. A composite body is a collection ofMatter.Body
,Matter.Constraint
and otherMatter.Composite
, therefore composites form a tree structure. It is important to use the functions in this module to modify composites, rather than directly modifying their properties. Note that theMatter.World
object is also a type ofMatter.Composite
and as such all composite methods here can also operate on aMatter.World
.Type:
- MatterJS.CompositeFactory
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 180)
-
composites :MatterJS.CompositesFactory
-
A reference to the
Matter.Composites
module.The
Matter.Composites
module contains factory methods for creating composite bodies with commonly used configurations (such as stacks and chains).Type:
- MatterJS.CompositesFactory
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 302)
-
config :Phaser.Types.Physics.Matter.MatterWorldConfig
-
The parsed Matter Configuration object.
Type:
- Since: 3.0.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 122)
-
constraint :MatterJS.ConstraintFactory
-
A reference to the
Matter.Constraint
module.The
Matter.Constraint
module contains methods for creating and manipulating constraints. Constraints are used for specifying that a fixed distance must be maintained between two bodies (or a body and a fixed world-space position). The stiffness of constraints can be modified to create springs or elastic.Type:
- MatterJS.ConstraintFactory
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 275)
-
detector :MatterJS.DetectorFactory
-
A reference to the
Matter.Detector
module.The
Matter.Detector
module contains methods for detecting collisions given a set of pairs.Type:
- MatterJS.DetectorFactory
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 196)
-
grid :MatterJS.GridFactory
-
A reference to the
Matter.Grid
module.The
Matter.Grid
module contains methods for creating and manipulating collision broadphase grid structures.Type:
- MatterJS.GridFactory
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 207)
-
pair :MatterJS.PairFactory
-
A reference to the
Matter.Pair
module.The
Matter.Pair
module contains methods for creating and manipulating collision pairs.Type:
- MatterJS.PairFactory
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 218)
-
pairs :MatterJS.PairsFactory
-
A reference to the
Matter.Pairs
module.The
Matter.Pairs
module contains methods for creating and manipulating collision pair sets.Type:
- MatterJS.PairsFactory
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 229)
-
query :MatterJS.QueryFactory
-
A reference to the
Matter.Query
module.The
Matter.Query
module contains methods for performing collision queries.Type:
- MatterJS.QueryFactory
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 240)
-
resolver :MatterJS.ResolverFactory
-
A reference to the
Matter.Resolver
module.The
Matter.Resolver
module contains methods for resolving collision pairs.Type:
- MatterJS.ResolverFactory
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 251)
-
sat :MatterJS.SATFactory
-
A reference to the
Matter.SAT
module.The
Matter.SAT
module contains methods for detecting collisions using the Separating Axis Theorem.Type:
- MatterJS.SATFactory
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 262)
-
scene :Phaser.Scene
-
The Phaser Scene that owns this Matter Physics instance
Type:
- Since: 3.0.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 104)
-
svg :MatterJS.SvgFactory
-
A reference to the
Matter.Svg
module.The
Matter.Svg
module contains methods for converting SVG images into an array of vector points.To use this module you also need the SVGPathSeg polyfill: https://github.com/progers/pathseg
Type:
- MatterJS.SvgFactory
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 338)
-
systems :Phaser.Scenes.Systems
-
A reference to the Scene Systems that belong to the Scene owning this Matter Physics instance.
Type:
- Since: 3.0.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 113)
-
vector :MatterJS.VectorFactory
-
A reference to the
Matter.Vector
module.The
Matter.Vector
module contains methods for creating and manipulating vectors. Vectors are the basis of all the geometry related operations in the engine. AMatter.Vector
object is of the form{ x: 0, y: 0 }
.Type:
- MatterJS.VectorFactory
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 351)
-
vertices :MatterJS.VerticesFactory
-
A reference to the
Matter.Vertices
module.The
Matter.Vertices
module contains methods for creating and manipulating sets of vertices. A set of vertices is an array ofMatter.Vector
with additional indexing properties inserted byVertices.create
. AMatter.Body
maintains a set of vertices to represent the shape of the object (its convex hull).Type:
- MatterJS.VerticesFactory
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 364)
-
verts :MatterJS.VerticesFactory
-
A reference to the
Matter.Vertices
module.The
Matter.Vertices
module contains methods for creating and manipulating sets of vertices. A set of vertices is an array ofMatter.Vector
with additional indexing properties inserted byVertices.create
. AMatter.Body
maintains a set of vertices to represent the shape of the object (its convex hull).Type:
- MatterJS.VerticesFactory
- Since: 3.14.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 377)
-
world :Phaser.Physics.Matter.World
-
An instance of the Matter World class. This class is responsible for the updating of the Matter Physics world, as well as handling debug drawing functions.
Type:
- Since: 3.0.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 131)
Methods
-
alignBody(body, x, y, align)
-
Aligns a Body, or Matter Game Object, against the given coordinates.
The alignment takes place using the body bounds, which take into consideration things like body scale and rotation.
Although a Body has a
position
property, it is based on the center of mass for the body, not a dimension based center. This makes aligning bodies difficult, especially if they have rotated or scaled. This method will derive the correct position based on the body bounds and its center of mass offset, in order to align the body with the given coordinate.For example, if you wanted to align a body so it sat in the bottom-center of the Scene, and the world was 800 x 600 in size:
this.matter.alignBody(body, 400, 600, Phaser.Display.Align.BOTTOM_CENTER);
You pass in 400 for the x coordinate, because that is the center of the world, and 600 for the y coordinate, as that is the base of the world.
Parameters:
Name Type Description body
Phaser.Types.Physics.Matter.MatterBody The Body to align.
x
number The horizontal position to align the body to.
y
number The vertical position to align the body to.
align
number One of the
Phaser.Display.Align
constants, such asPhaser.Display.Align.TOP_LEFT
.- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 1319)
Returns:
This Matter Physics instance.
-
applyForce(bodies, force)
-
Applies a force to a body, at the bodies current position, including resulting torque.
Parameters:
Name Type Description bodies
Phaser.Types.Physics.Matter.MatterBody | Array.<Phaser.Types.Physics.Matter.MatterBody> Either a single Body, or an array of bodies to update. If falsey it will use all bodies in the world.
force
Phaser.Types.Math.Vector2Like A Vector that specifies the force to apply.
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 1184)
Returns:
This Matter Physics instance.
-
applyForceFromAngle(bodies, speed [, angle])
-
Apply a force to a body based on the given angle and speed. If no angle is given, the current body angle is used.
Use very small speed values, such as 0.1, depending on the mass and required velocity.
Parameters:
Name Type Argument Description bodies
Phaser.Types.Physics.Matter.MatterBody | Array.<Phaser.Types.Physics.Matter.MatterBody> Either a single Body, or an array of bodies to update. If falsey it will use all bodies in the world.
speed
number A speed value to be applied to a directional force.
angle
number <optional>
The angle, in radians, to apply the force from. Leave undefined to use the current body angle.
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 1250)
Returns:
This Matter Physics instance.
-
applyForceFromPosition(bodies, position, speed [, angle])
-
Applies a force to a body, from the given world position, including resulting torque. If no angle is given, the current body angle is used.
Use very small speed values, such as 0.1, depending on the mass and required velocity.
Parameters:
Name Type Argument Description bodies
Phaser.Types.Physics.Matter.MatterBody | Array.<Phaser.Types.Physics.Matter.MatterBody> Either a single Body, or an array of bodies to update. If falsey it will use all bodies in the world.
position
Phaser.Types.Math.Vector2Like A Vector that specifies the world-space position to apply the force at.
speed
number A speed value to be applied to a directional force.
angle
number <optional>
The angle, in radians, to apply the force from. Leave undefined to use the current body angle.
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 1212)
Returns:
This Matter Physics instance.
-
containsPoint(body, x, y)
-
Checks if the vertices of the given body, or an array of bodies, contains the given point, or not.
You can pass in either a single body, or an array of bodies to be checked. This method will return
true
if any of the bodies in the array contain the point. See theintersectPoint
method if you need to get a list of intersecting bodies.The point should be transformed into the Matter World coordinate system in advance. This happens by default with Input Pointers, but if you wish to use points from another system you may need to transform them before passing them.
Parameters:
Name Type Description body
Phaser.Types.Physics.Matter.MatterBody | Array.<Phaser.Types.Physics.Matter.MatterBody> The body, or an array of bodies, to check against the point.
x
number The horizontal coordinate of the point.
y
number The vertical coordinate of the point.
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 672)
Returns:
true
if the point is within one of the bodies given, otherwisefalse
.- Type
- boolean
-
enableAttractorPlugin()
-
Enables the Matter Attractors Plugin.
The attractors plugin that makes it easy to apply continual forces on bodies. It's possible to simulate effects such as wind, gravity and magnetism.
https://github.com/liabru/matter-attractors
This method is called automatically if
plugins.attractors
is set in the Matter World Config. However, you can also call it directly from within your game.- Since: 3.0.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 489)
Returns:
This Matter Physics instance.
-
enableCollisionEventsPlugin()
-
Enables the Matter Collision Events Plugin.
Note that this plugin is enabled by default. So you should only ever need to call this method if you have specifically disabled the plugin in your Matter World Config. You can disable it by setting
plugins.collisionevents: false
in your Matter World Config.This plugin triggers three new events on Matter.Body:
onCollide
onCollideEnd
onCollideActive
These events correspond to the Matter.js events
collisionStart
,collisionActive
andcollisionEnd
, respectively. You can listen to these events via Matter.Events or they will also be emitted from the Matter World.This plugin also extends Matter.Body with three convenience functions:
Matter.Body.setOnCollide(callback)
Matter.Body.setOnCollideEnd(callback)
Matter.Body.setOnCollideActive(callback)
You can register event callbacks by providing a function of type (pair: Matter.Pair) => void
https://github.com/dxu/matter-collision-events
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 538)
Returns:
This Matter Physics instance.
-
enableWrapPlugin()
-
Enables the Matter Wrap Plugin.
The coordinate wrapping plugin that automatically wraps the position of bodies such that they always stay within the given bounds. Upon crossing a boundary the body will appear on the opposite side of the bounds, while maintaining its velocity.
https://github.com/liabru/matter-wrap
This method is called automatically if
plugins.wrap
is set in the Matter World Config. However, you can also call it directly from within your game.- Since: 3.0.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 513)
Returns:
This Matter Physics instance.
-
getConfig()
-
This internal method is called when this class starts and retrieves the final Matter World Config.
- Since: 3.0.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 468)
Returns:
The Matter World Config.
-
getConstraintLength(constraint)
-
Returns the length of the given constraint, which is the distance between the two points.
Parameters:
Name Type Description constraint
MatterJS.ConstraintType The constraint to get the length from.
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 1287)
Returns:
The length of the constraint.
- Type
- number
-
getMatterBodies( [bodies])
-
Takes an array and returns a new array made from all of the Matter Bodies found in the original array.
For example, passing in Matter Game Objects, such as a bunch of Matter Sprites, to this method, would return an array containing all of their native Matter Body objects.
If the
bodies
argument is falsey, it will return all bodies in the world.Parameters:
Name Type Argument Description bodies
array <optional>
An array of objects to extract the bodies from. If falsey, it will return all bodies in the world.
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 1034)
Returns:
An array of native Matter Body objects.
- Type
- Array.<MatterJS.BodyType>
-
intersectBody(body [, bodies])
-
Checks the given Matter Body to see if it intersects with any of the given bodies.
If no bodies are provided it will check against all bodies in the Matter World.
Parameters:
Name Type Argument Description body
Phaser.Types.Physics.Matter.MatterBody The target body.
bodies
Array.<Phaser.Types.Physics.Matter.MatterBody> <optional>
An array of bodies to check the target body against. If not provided it will search all bodies in the world.
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 823)
Returns:
An array of bodies whos vertices intersect with target body.
- Type
- Array.<Phaser.Types.Physics.Matter.MatterBody>
-
intersectPoint(x, y [, bodies])
-
Checks the given coordinates to see if any vertices of the given bodies contain it.
If no bodies are provided it will search all bodies in the Matter World, including within Composites.
The coordinates should be transformed into the Matter World coordinate system in advance. This happens by default with Input Pointers, but if you wish to use coordinates from another system you may need to transform them before passing them.
Parameters:
Name Type Argument Description x
number The horizontal coordinate of the point.
y
number The vertical coordinate of the point.
bodies
Array.<Phaser.Types.Physics.Matter.MatterBody> <optional>
An array of bodies to check. If not provided it will search all bodies in the world.
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 703)
Returns:
An array of bodies which contain the given point.
- Type
- Array.<Phaser.Types.Physics.Matter.MatterBody>
-
intersectRay(x1, y1, x2, y2 [, rayWidth] [, bodies])
-
Checks the given ray segment to see if any vertices of the given bodies intersect with it.
If no bodies are provided it will search all bodies in the Matter World.
The width of the ray can be specified via the
rayWidth
parameter.Parameters:
Name Type Argument Default Description x1
number The horizontal coordinate of the start of the ray segment.
y1
number The vertical coordinate of the start of the ray segment.
x2
number The horizontal coordinate of the end of the ray segment.
y2
number The vertical coordinate of the end of the ray segment.
rayWidth
number <optional>
1 The width of the ray segment.
bodies
Array.<Phaser.Types.Physics.Matter.MatterBody> <optional>
An array of bodies to check. If not provided it will search all bodies in the world.
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 787)
Returns:
An array of bodies whos vertices intersect with the ray segment.
- Type
- Array.<Phaser.Types.Physics.Matter.MatterBody>
-
intersectRect(x, y, width, height [, outside] [, bodies])
-
Checks the given rectangular area to see if any vertices of the given bodies intersect with it. Or, if the
outside
parameter is set totrue
, it checks to see which bodies do not intersect with it.If no bodies are provided it will search all bodies in the Matter World, including within Composites.
Parameters:
Name Type Argument Default Description x
number The horizontal coordinate of the top-left of the area.
y
number The vertical coordinate of the top-left of the area.
width
number The width of the area.
height
number The height of the area.
outside
boolean <optional>
false If
false
it checks for vertices inside the area, iftrue
it checks for vertices outside the area.bodies
Array.<Phaser.Types.Physics.Matter.MatterBody> <optional>
An array of bodies to check. If not provided it will search all bodies in the world.
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 742)
Returns:
An array of bodies that intersect with the given area.
- Type
- Array.<Phaser.Types.Physics.Matter.MatterBody>
-
overlap(target [, bodies] [, overlapCallback] [, processCallback] [, callbackContext])
-
Checks to see if the target body, or an array of target bodies, intersects with any of the given bodies.
If intersection occurs this method will return
true
and, if provided, invoke the callbacks.If no bodies are provided for the second parameter the target will check again all bodies in the Matter World.
Note that bodies can only overlap if they are in non-colliding collision groups or categories.
If you provide a
processCallback
then the two bodies that overlap are sent to it. This callback must return a boolean and is used to allow you to perform additional processing tests before a final outcome is decided. If it returnstrue
then the bodies are finally passed to theoverlapCallback
, if set.If you provide an
overlapCallback
then the matching pairs of overlapping bodies will be sent to it.Both callbacks have the following signature:
function (bodyA, bodyB, collisionInfo)
wherebodyA
is always the target body. ThecollisionInfo
object contains additional data, such as the angle and depth of penetration.Parameters:
Name Type Argument Description target
Phaser.Types.Physics.Matter.MatterBody | Array.<Phaser.Types.Physics.Matter.MatterBody> The target body, or array of target bodies, to check.
bodies
Array.<Phaser.Types.Physics.Matter.MatterBody> <optional>
The second body, or array of bodies, to check. If falsey it will check against all bodies in the world.
overlapCallback
ArcadePhysicsCallback <optional>
An optional callback function that is called if the bodies overlap.
processCallback
ArcadePhysicsCallback <optional>
An optional callback function that lets you perform additional checks against the two bodies if they overlap. If this is set then
overlapCallback
will only be invoked if this callback returnstrue
.callbackContext
* <optional>
The context, or scope, in which to run the callbacks.
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 860)
Returns:
true
if the target body intersects with any of the bodies given, otherwisefalse
.- Type
- boolean
-
pause()
-
Pauses the Matter World instance and sets
enabled
tofalse
.A paused world will not run any simulations for the duration it is paused.
- Since: 3.0.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 577)
Fires:
Returns:
The Matter World object.
-
resume()
-
Resumes this Matter World instance from a paused state and sets
enabled
totrue
.- Since: 3.0.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 593)
Returns:
The Matter World object.
-
set30Hz()
-
Sets the Matter Engine to run at fixed timestep of 30Hz and enables
autoUpdate
. If you have set a customgetDelta
function then this will override it.- Since: 3.4.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 623)
Returns:
This Matter Physics instance.
-
set60Hz()
-
Sets the Matter Engine to run at fixed timestep of 60Hz and enables
autoUpdate
. If you have set a customgetDelta
function then this will override it.- Since: 3.4.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 606)
Returns:
This Matter Physics instance.
-
setAngularVelocity(bodies, value)
-
Sets the angular velocity of the bodies instantly. Position, angle, force etc. are unchanged.
Parameters:
Name Type Description bodies
Phaser.Types.Physics.Matter.MatterBody | Array.<Phaser.Types.Physics.Matter.MatterBody> Either a single Body, or an array of bodies to update. If falsey it will use all bodies in the world.
value
number The angular velocity.
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 1160)
Returns:
This Matter Physics instance.
-
setCollidesWith(bodies, categories)
-
Sets the collision filter mask of all given Matter Bodies to the given value.
Two Matter Bodies with different collision groups will only collide if each one includes the others category in its mask based on a bitwise AND operation:
(categoryA & maskB) !== 0
and(categoryB & maskA) !== 0
are both true.Parameters:
Name Type Description bodies
Array.<Phaser.Types.Physics.Matter.MatterBody> An array of bodies to update. If falsey it will use all bodies in the world.
categories
number | Array.<number> A unique category bitfield, or an array of them.
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 993)
Returns:
This Matter Physics instance.
-
setCollisionCategory(bodies, value)
-
Sets the collision filter category of all given Matter Bodies to the given value.
This number must be a power of two between 2^0 (= 1) and 2^31.
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 bodies
Array.<Phaser.Types.Physics.Matter.MatterBody> An array of bodies to update. If falsey it will use all bodies in the world.
value
number Unique category bitfield.
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 936)
Returns:
This Matter Physics instance.
-
setCollisionGroup(bodies, value)
-
Sets the collision filter group of all given Matter Bodies to the given value.
If the group value is zero, or if two Matter Bodies have different group values, they will collide according to the usual collision filter rules (see #setCollisionCategory and #setCollisionGroup).
If two Matter Bodies have the same positive group value, they will always collide; if they have the same negative group value they will never collide.
Parameters:
Name Type Description bodies
Array.<Phaser.Types.Physics.Matter.MatterBody> An array of bodies to update. If falsey it will use all bodies in the world.
value
number Unique group index.
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 964)
Returns:
This Matter Physics instance.
-
setVelocity(bodies, x, y)
-
Sets both the horizontal and vertical linear velocity of the physics bodies.
Parameters:
Name Type Description bodies
Phaser.Types.Physics.Matter.MatterBody | Array.<Phaser.Types.Physics.Matter.MatterBody> Either a single Body, or an array of bodies to update. If falsey it will use all bodies in the world.
x
number The horizontal linear velocity value.
y
number The vertical linear velocity value.
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 1073)
Returns:
This Matter Physics instance.
-
setVelocityX(bodies, x)
-
Sets just the horizontal linear velocity of the physics bodies. The vertical velocity of the body is unchanged.
Parameters:
Name Type Description bodies
Phaser.Types.Physics.Matter.MatterBody | Array.<Phaser.Types.Physics.Matter.MatterBody> Either a single Body, or an array of bodies to update. If falsey it will use all bodies in the world.
x
number The horizontal linear velocity value.
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 1102)
Returns:
This Matter Physics instance.
-
setVelocityY(bodies, y)
-
Sets just the vertical linear velocity of the physics bodies. The horizontal velocity of the body is unchanged.
Parameters:
Name Type Description bodies
Phaser.Types.Physics.Matter.MatterBody | Array.<Phaser.Types.Physics.Matter.MatterBody> Either a single Body, or an array of bodies to update. If falsey it will use all bodies in the world.
y
number The vertical linear velocity value.
- Since: 3.22.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 1131)
Returns:
This Matter Physics instance.
-
step( [delta] [, correction])
-
Manually advances the physics simulation by one iteration.
You can optionally pass in the
delta
andcorrection
values to be used by Engine.update. If undefined they use the Matter defaults of 60Hz and no correction.Calling
step
directly bypasses any checks ofenabled
orautoUpdate
.It also ignores any custom
getDelta
functions, as you should be passing the delta value in to this call.You can adjust the number of iterations that Engine.update performs internally. Use the Scene Matter Physics config object to set the following properties:
positionIterations (defaults to 6) velocityIterations (defaults to 4) constraintIterations (defaults to 2)
Adjusting these values can help performance in certain situations, depending on the physics requirements of your game.
Parameters:
Name Type Argument Default Description delta
number <optional>
16.666 The delta value.
correction
number <optional>
1 Optional delta correction value.
- Since: 3.4.0
- Source: src/physics/matter-js/MatterPhysics.js (Line 640)