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These archived docs are for Phaser 2.6.2 Phaser 3 docs can be found on newdocs.phaser.io.
Phaser CE docs can be found on the Phaser CE Documentation site.

Constructor

Phaser.Physics. Arcade

new Arcade(game)

The Arcade Physics world. Contains Arcade Physics related collision, overlap and motion methods.

Parameters
Name Type Description
game Phaser.Game

reference to the current game instance.

Source code: physics/arcade/World.js (Line 14)

Classes

Body
TilemapCollision

Public Properties

[static] BOTTOM_TOP : number

A constant used for the sortDirection value.
Use this if your game world is narrow but tall and scrolls from the bottom to the top (i.e. Commando or a vertically scrolling shoot-em-up)

Source code: physics/arcade/World.js (Line 130)

[static] LEFT_RIGHT : number

A constant used for the sortDirection value.
Use this if your game world is wide but short and scrolls from the left to the right (i.e. Mario)

Source code: physics/arcade/World.js (Line 106)

[static] RIGHT_LEFT : number

A constant used for the sortDirection value.
Use this if your game world is wide but short and scrolls from the right to the left (i.e. Mario backwards)

Source code: physics/arcade/World.js (Line 114)

[static] SORT_NONE : number

A constant used for the sortDirection value.
Use this if you don't wish to perform any pre-collision sorting at all, or will manually sort your Groups.

Source code: physics/arcade/World.js (Line 98)

[static] TOP_BOTTOM : number

A constant used for the sortDirection value.
Use this if your game world is narrow but tall and scrolls from the top to the bottom (i.e. Dig Dug)

Source code: physics/arcade/World.js (Line 122)

bounds : Phaser.Rectangle

The bounds inside of which the physics world exists. Defaults to match the world bounds.

Source code: physics/arcade/World.js (Line 29)

checkCollision : Object

Set the checkCollision properties to control for which bounds collision is processed.
For example checkCollision.down = false means Bodies cannot collide with the World.bounds.bottom. An object containing allowed collision flags.

Source code: physics/arcade/World.js (Line 36)

forceX : boolean

If true World.separate will always separate on the X axis before Y. Otherwise it will check gravity totals first.

Source code: physics/arcade/World.js (Line 56)

game : Phaser.Game

Local reference to game.

Source code: physics/arcade/World.js (Line 19)

gravity : Phaser.Point

The World gravity setting. Defaults to x: 0, y: 0, or no gravity.

Source code: physics/arcade/World.js (Line 24)

isPaused : boolean

If true the Body.preUpdate method will be skipped, halting all motion for all bodies. Note that other methods such as collide will still work, so be careful not to call them on paused bodies.

Source code: physics/arcade/World.js (Line 72)

maxLevels : number

Used by the QuadTree to set the maximum number of iteration levels.

Source code: physics/arcade/World.js (Line 46)

maxObjects : number

Used by the QuadTree to set the maximum number of objects per quad.

Source code: physics/arcade/World.js (Line 41)

OVERLAP_BIAS : number

A value added to the delta values during collision checks.

Source code: physics/arcade/World.js (Line 51)

quadTree : Phaser.QuadTree

The world QuadTree.

Source code: physics/arcade/World.js (Line 77)

skipQuadTree : boolean

If true the QuadTree will not be used for any collision. QuadTrees are great if objects are well spread out in your game, otherwise they are a performance hit. If you enable this you can disable on a per body basis via Body.skipQuadTree.

Source code: physics/arcade/World.js (Line 67)

sortDirection : number

Used when colliding a Sprite vs. a Group, or a Group vs. a Group, this defines the direction the sort is based on. Default is Phaser.Physics.Arcade.LEFT_RIGHT.

Source code: physics/arcade/World.js (Line 62)

Public Methods

accelerateToObject(displayObject, destination, speed, xSpeedMax, ySpeedMax) → {number}

Sets the acceleration.x/y property on the display object so it will move towards the target at the given speed (in pixels per second sq.)
You must give a maximum speed value, beyond which the display object won't go any faster.
Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
Note: The display object doesn't stop moving once it reaches the destination coordinates.

Parameters
Name Type Argument Default Description
displayObject any

The display object to move.

destination any

The display object to move towards. Can be any object but must have visible x/y properties.

speed number <optional>
60

The speed it will accelerate in pixels per second.

xSpeedMax number <optional>
500

The maximum x velocity the display object can reach.

ySpeedMax number <optional>
500

The maximum y velocity the display object can reach.

Returns
number -

The angle (in radians) that the object should be visually set to in order to match its new trajectory.

Source code: physics/arcade/World.js (Line 1829)

accelerateToPointer(displayObject, pointer, speed, xSpeedMax, ySpeedMax) → {number}

Sets the acceleration.x/y property on the display object so it will move towards the target at the given speed (in pixels per second sq.)
You must give a maximum speed value, beyond which the display object won't go any faster.
Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
Note: The display object doesn't stop moving once it reaches the destination coordinates.

Parameters
Name Type Argument Default Description
displayObject any

The display object to move.

pointer Phaser.Pointer <optional>

The pointer to move towards. Defaults to Phaser.Input.activePointer.

speed number <optional>
60

The speed it will accelerate in pixels per second.

xSpeedMax number <optional>
500

The maximum x velocity the display object can reach.

ySpeedMax number <optional>
500

The maximum y velocity the display object can reach.

Returns
number -

The angle (in radians) that the object should be visually set to in order to match its new trajectory.

Source code: physics/arcade/World.js (Line 1858)

accelerateToXY(displayObject, x, y, speed, xSpeedMax, ySpeedMax) → {number}

Sets the acceleration.x/y property on the display object so it will move towards the x/y coordinates at the given speed (in pixels per second sq.)
You must give a maximum speed value, beyond which the display object won't go any faster.
Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
Note: The display object doesn't stop moving once it reaches the destination coordinates.

Parameters
Name Type Argument Default Description
displayObject any

The display object to move.

x number

The x coordinate to accelerate towards.

y number

The y coordinate to accelerate towards.

speed number <optional>
60

The speed it will accelerate in pixels per second.

xSpeedMax number <optional>
500

The maximum x velocity the display object can reach.

ySpeedMax number <optional>
500

The maximum y velocity the display object can reach.

Returns
number -

The angle (in radians) that the object should be visually set to in order to match its new trajectory.

Source code: physics/arcade/World.js (Line 1888)

accelerationFromRotation(rotation, speed, point) → {Phaser.Point}

Given the rotation (in radians) and speed calculate the acceleration and return it as a Point object, or set it to the given point object.
One way to use this is: accelerationFromRotation(rotation, 200, sprite.acceleration) which will set the values directly to the sprites acceleration and not create a new Point object.

Parameters
Name Type Argument Default Description
rotation number

The angle in radians.

speed number <optional>
60

The speed it will move, in pixels per second sq.

point Phaser.Point | object <optional>

The Point object in which the x and y properties will be set to the calculated acceleration.

Returns
  • A Point where point.x contains the acceleration x value and point.y contains the acceleration y value.
Source code: physics/arcade/World.js (Line 1810)

angleBetween(source, target, world) → {number}

Find the angle in radians between two display objects (like Sprites).

The optional world argument allows you to return the result based on the Game Objects world property,
instead of its x and y values. This is useful of the object has been nested inside an offset Group,
or parent Game Object.

Parameters
Name Type Argument Default Description
source any

The Display Object to test from.

target any

The Display Object to test to.

world boolean <optional>
false

Calculate the angle using World coordinates (true), or Object coordinates (false, the default)

Returns
number -

The angle in radians between the source and target display objects.

Source code: physics/arcade/World.js (Line 1996)

angleBetweenCenters(source, target) → {number}

Find the angle in radians between centers of two display objects (like Sprites).

Parameters
Name Type Description
source any

The Display Object to test from.

target any

The Display Object to test to.

Returns
number -

The angle in radians between the source and target display objects.

Source code: physics/arcade/World.js (Line 2024)

angleToPointer(displayObject, pointer, world) → {number}

Find the angle in radians between a display object (like a Sprite) and a Pointer, taking their x/y and center into account.

The optional world argument allows you to return the result based on the Game Objects world property,
instead of its x and y values. This is useful of the object has been nested inside an offset Group,
or parent Game Object.

Parameters
Name Type Argument Default Description
displayObject any

The Display Object to test from.

pointer Phaser.Pointer <optional>

The Phaser.Pointer to test to. If none is given then Input.activePointer is used.

world boolean <optional>
false

Calculate the angle using World coordinates (true), or Object coordinates (false, the default)

Returns
number -

The angle in radians between displayObject.x/y to Pointer.x/y

Source code: physics/arcade/World.js (Line 2070)

angleToXY(displayObject, x, y, world) → {number}

Find the angle in radians between a display object (like a Sprite) and the given x/y coordinate.

The optional world argument allows you to return the result based on the Game Objects world property,
instead of its x and y values. This is useful of the object has been nested inside an offset Group,
or parent Game Object.

Parameters
Name Type Argument Default Description
displayObject any

The Display Object to test from.

x number

The x coordinate to get the angle to.

y number

The y coordinate to get the angle to.

world boolean <optional>
false

Calculate the angle using World coordinates (true), or Object coordinates (false, the default)

Returns
number -

The angle in radians between displayObject.x/y to Pointer.x/y

Source code: physics/arcade/World.js (Line 2041)

circleBodyIntersects(circle, body) → {boolean}

Checks to see if a circular Body intersects with a Rectangular Body.

Parameters
Name Type Description
circle Phaser.Physics.Arcade.Body

The Body with isCircle set.

body Phaser.Physics.Arcade.Body

The Body with isCircle not set (i.e. uses Rectangle shape)

Returns
boolean -

Returns true if the bodies intersect, otherwise false.

Source code: physics/arcade/World.js (Line 1125)

collide(object1, object2, collideCallback, processCallback, callbackContext) → {boolean}

Checks for collision between two game objects. You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap Layer or Group vs. Tilemap Layer collisions.
Both the first and second parameter can be arrays of objects, of differing types.
If two arrays are passed, the contents of the first parameter will be tested against all contents of the 2nd parameter.
The objects are also automatically separated. If you don't require separation then use ArcadePhysics.overlap instead.
An optional processCallback can be provided. If given this function will be called when two sprites are found to be colliding. It is called before any separation takes place,
giving you the chance to perform additional checks. If the function returns true then the collision and separation is carried out. If it returns false it is skipped.
The collideCallback is an optional function that is only called if two sprites collide. If a processCallback has been set then it needs to return true for collideCallback to be called.
NOTE: This function is not recursive, and will not test against children of objects passed (i.e. Groups or Tilemaps within other Groups).

Parameters
Name Type Argument Default Description
object1 Phaser.Sprite | Phaser.Group | Phaser.Particles.Emitter | Phaser.TilemapLayer | array

The first object or array of objects to check. Can be Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter, or Phaser.TilemapLayer.

object2 Phaser.Sprite | Phaser.Group | Phaser.Particles.Emitter | Phaser.TilemapLayer | array

The second object or array of objects to check. Can be Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter or Phaser.TilemapLayer.

collideCallback function <optional>
null

An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them, unless you are colliding Group vs. Sprite, in which case Sprite will always be the first parameter.

processCallback function <optional>
null

A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them, unless you are colliding Group vs. Sprite, in which case Sprite will always be the first parameter.

callbackContext object <optional>

The context in which to run the callbacks.

Returns
boolean -

True if a collision occurred otherwise false.

Source code: physics/arcade/World.js (Line 375)

computeVelocity(axis, body, velocity, acceleration, drag, max) → {number}

A tween-like function that takes a starting velocity and some other factors and returns an altered velocity.
Based on a function in Flixel by @ADAMATOMIC

Parameters
Name Type Argument Default Description
axis number

0 for nothing, 1 for horizontal, 2 for vertical.

body Phaser.Physics.Arcade.Body

The Body object to be updated.

velocity number

Any component of velocity (e.g. 20).

acceleration number

Rate at which the velocity is changing.

drag number

Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set.

max number <optional>
10000

An absolute value cap for the velocity.

Returns
number -

The altered Velocity value.

Source code: physics/arcade/World.js (Line 257)

distanceBetween(source, target, world) → {number}

Find the distance between two display objects (like Sprites).

The optional world argument allows you to return the result based on the Game Objects world property,
instead of its x and y values. This is useful of the object has been nested inside an offset Group,
or parent Game Object.

Parameters
Name Type Argument Default Description
source any

The Display Object to test from.

target any

The Display Object to test to.

world boolean <optional>
false

Calculate the distance using World coordinates (true), or Object coordinates (false, the default)

Returns
number -

The distance between the source and target objects.

Source code: physics/arcade/World.js (Line 1918)

distanceToPointer(displayObject, pointer, world) → {number}

Find the distance between a display object (like a Sprite) and a Pointer. If no Pointer is given the Input.activePointer is used.
The calculation is made from the display objects x/y coordinate. This may be the top-left if its anchor hasn't been changed.
If you need to calculate from the center of a display object instead use the method distanceBetweenCenters()

The optional world argument allows you to return the result based on the Game Objects world property,
instead of its x and y values. This is useful of the object has been nested inside an offset Group,
or parent Game Object.

Parameters
Name Type Argument Default Description
displayObject any

The Display Object to test from.

pointer Phaser.Pointer <optional>

The Phaser.Pointer to test to. If none is given then Input.activePointer is used.

world boolean <optional>
false

Calculate the distance using World coordinates (true), or Object coordinates (false, the default)

Returns
number -

The distance between the object and the Pointer.

Source code: physics/arcade/World.js (Line 1969)

distanceToXY(displayObject, x, y, world) → {number}

Find the distance between a display object (like a Sprite) and the given x/y coordinates.
The calculation is made from the display objects x/y coordinate. This may be the top-left if its anchor hasn't been changed.
If you need to calculate from the center of a display object instead use the method distanceBetweenCenters()

The optional world argument allows you to return the result based on the Game Objects world property,
instead of its x and y values. This is useful of the object has been nested inside an offset Group,
or parent Game Object.

Parameters
Name Type Argument Default Description
displayObject any

The Display Object to test from.

x number

The x coordinate to move towards.

y number

The y coordinate to move towards.

world boolean <optional>
false

Calculate the distance using World coordinates (true), or Object coordinates (false, the default)

Returns
number -

The distance between the object and the x/y coordinates.

Source code: physics/arcade/World.js (Line 1942)

enable(object, children)

This will create an Arcade Physics body on the given game object or array of game 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.

Parameters
Name Type Argument Default Description
object object | array | Phaser.Group

The game object to create the physics body on. Can also be an array or Group of objects, a body will be created on every child that has a body property.

children boolean <optional>
true

Should a body be created on all children of this object? If true it will recurse down the display list as far as it can go.

Source code: physics/arcade/World.js (Line 160)

enableBody(object)

Creates an Arcade Physics body on the given game object.

A game object can only have 1 physics body active at any one time, and it can't be changed until the body is nulled.

When you add an Arcade Physics body to an object it will automatically add the object into its parent Groups hash array.

Parameters
Name Type Description
object object

The game object to create the physics body on. A body will only be created if this object has a null body property.

Source code: physics/arcade/World.js (Line 216)

getObjectsAtLocation(x, y, group, callback, callbackContext, callbackArg) → {Array.<PIXI.DisplayObject>}

Given a Group and a location this will check to see which Group children overlap with the coordinates.
Each child will be sent to the given callback for further processing.
Note that the children are not checked for depth order, but simply if they overlap the coordinate or not.

Parameters
Name Type Argument Description
x number

The x coordinate to check.

y number

The y coordinate to check.

group Phaser.Group

The Group to check.

callback function <optional>

A callback function that is called if the object overlaps the coordinates. The callback will be sent two parameters: the callbackArg and the Object that overlapped the location.

callbackContext object <optional>

The context in which to run the callback.

callbackArg object <optional>

An argument to pass to the callback.

Returns
Array.<PIXI.DisplayObject> -

An array of the Sprites from the Group that overlapped the coordinates.

Source code: physics/arcade/World.js (Line 1622)

getObjectsUnderPointer(pointer, group, callback, callbackContext) → {Array.<PIXI.DisplayObject>}

Given a Group and a Pointer this will check to see which Group children overlap with the Pointer coordinates.
Each child will be sent to the given callback for further processing.
Note that the children are not checked for depth order, but simply if they overlap the Pointer or not.

Parameters
Name Type Argument Description
pointer Phaser.Pointer

The Pointer to check.

group Phaser.Group

The Group to check.

callback function <optional>

A callback function that is called if the object overlaps with the Pointer. The callback will be sent two parameters: the Pointer and the Object that overlapped with it.

callbackContext object <optional>

The context in which to run the callback.

Returns
Array.<PIXI.DisplayObject> -

An array of the Sprites from the Group that overlapped the Pointer coordinates.

Source code: physics/arcade/World.js (Line 1599)

getOverlapX(body1, body2, overlapOnly) → {float}

Calculates the horizontal overlap between two Bodies and sets their properties accordingly, including:
touching.left, touching.right 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?

Returns
float -

Returns the amount of horizontal overlap between the two bodies.

Source code: physics/arcade/World.js (Line 1331)

getOverlapY(body1, body2, overlapOnly) → {float}

Calculates the vertical overlap between two Bodies and sets their properties accordingly, including:
touching.up, touching.down 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?

Returns
float -

Returns the amount of vertical overlap between the two bodies.

Source code: physics/arcade/World.js (Line 1395)

intersects(body1, body2) → {boolean}

Check for intersection against two bodies.

Parameters
Name Type Description
body1 Phaser.Physics.Arcade.Body

The first Body object to check.

body2 Phaser.Physics.Arcade.Body

The second Body object to check.

Returns
boolean -

True if they intersect, otherwise false.

Source code: physics/arcade/World.js (Line 1061)

moveToObject(displayObject, destination, speed, maxTime) → {number}

Move the given display object towards the destination object at a steady velocity.
If you specify a maxTime then it will adjust the speed (overwriting what you set) so it arrives at the destination in that number of seconds.
Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
Note: The display object doesn't stop moving once it reaches the destination coordinates.
Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)

Parameters
Name Type Argument Default Description
displayObject any

The display object to move.

destination any

The display object to move towards. Can be any object but must have visible x/y properties.

speed number <optional>
60

The speed it will move, in pixels per second (default is 60 pixels/sec)

maxTime number <optional>
0

Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.

Returns
number -

The angle (in radians) that the object should be visually set to in order to match its new velocity.

Source code: physics/arcade/World.js (Line 1666)

moveToPointer(displayObject, speed, pointer, maxTime) → {number}

Move the given display object towards the pointer at a steady velocity. If no pointer is given it will use Phaser.Input.activePointer.
If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
Note: The display object doesn't stop moving once it reaches the destination coordinates.

Parameters
Name Type Argument Default Description
displayObject any

The display object to move.

speed number <optional>
60

The speed it will move, in pixels per second (default is 60 pixels/sec)

pointer Phaser.Pointer <optional>

The pointer to move towards. Defaults to Phaser.Input.activePointer.

maxTime number <optional>
0

Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.

Returns
number -

The angle (in radians) that the object should be visually set to in order to match its new velocity.

Source code: physics/arcade/World.js (Line 1701)

moveToXY(displayObject, x, y, speed, maxTime) → {number}

Move the given display object towards the x/y coordinates at a steady velocity.
If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
Note: The display object doesn't stop moving once it reaches the destination coordinates.
Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)

Parameters
Name Type Argument Default Description
displayObject any

The display object to move.

x number

The x coordinate to move towards.

y number

The y coordinate to move towards.

speed number <optional>
60

The speed it will move, in pixels per second (default is 60 pixels/sec)

maxTime number <optional>
0

Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.

Returns
number -

The angle (in radians) that the object should be visually set to in order to match its new velocity.

Source code: physics/arcade/World.js (Line 1736)

overlap(object1, object2, overlapCallback, processCallback, callbackContext) → {boolean}

Checks for overlaps between two game objects. The objects can be Sprites, Groups or Emitters.
You can perform Sprite vs. Sprite, Sprite vs. Group and Group vs. Group overlap checks.
Unlike collide the objects are NOT automatically separated or have any physics applied, they merely test for overlap results.
Both the first and second parameter can be arrays of objects, of differing types.
If two arrays are passed, the contents of the first parameter will be tested against all contents of the 2nd parameter.
NOTE: This function is not recursive, and will not test against children of objects passed (i.e. Groups within Groups).

Parameters
Name Type Argument Default Description
object1 Phaser.Sprite | Phaser.Group | Phaser.Particles.Emitter | array

The first object or array of objects to check. Can be Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.

object2 Phaser.Sprite | Phaser.Group | Phaser.Particles.Emitter | array

The second object or array of objects to check. Can be Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.

overlapCallback function <optional>
null

An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you specified them, unless you are checking Group vs. Sprite, in which case Sprite will always be the first parameter.

processCallback function <optional>
null

A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then overlapCallback will only be called if this callback returns true.

callbackContext object <optional>

The context in which to run the callbacks.

Returns
boolean -

True if an overlap occurred otherwise false.

Source code: physics/arcade/World.js (Line 318)

setBounds(x, y, width, height)

Updates the size of this physics world.

Parameters
Name Type Description
x number

Top left most corner of the world.

y number

Top left most corner of the world.

width number

New width of the world. Can never be smaller than the Game.width.

height number

New height of the world. Can never be smaller than the Game.height.

Source code: physics/arcade/World.js (Line 134)

setBoundsToWorld()

Updates the size of this physics world to match the size of the game world.

Source code: physics/arcade/World.js (Line 149)

sort(group, sortDirection)

This method will sort a Groups hash array.

If the Group has physicsSortDirection set it will use the sort direction defined.

Otherwise if the sortDirection parameter is undefined, or Group.physicsSortDirection is null, it will use Phaser.Physics.Arcade.sortDirection.

By changing Group.physicsSortDirection you can customise each Group to sort in a different order.

Parameters
Name Type Argument Description
group Phaser.Group

The Group to sort.

sortDirection integer <optional>

The sort direction used to sort this Group.

Source code: physics/arcade/World.js (Line 518)

sortBottomTop(a, b) → {integer}

A Sort function for sorting two bodies based on a BOTTOM to TOP sort direction.

This is called automatically by World.sort

Parameters
Name Type Description
a Phaser.Sprite

The first Sprite to test. The Sprite must have an Arcade Physics Body.

b Phaser.Sprite

The second Sprite to test. The Sprite must have an Arcade Physics Body.

Returns
integer -

A negative value if a > b, a positive value if a < b or 0 if a === b or the bodies are invalid.

Source code: physics/arcade/World.js (Line 497)

sortLeftRight(a, b) → {integer}

A Sort function for sorting two bodies based on a LEFT to RIGHT sort direction.

This is called automatically by World.sort

Parameters
Name Type Description
a Phaser.Sprite

The first Sprite to test. The Sprite must have an Arcade Physics Body.

b Phaser.Sprite

The second Sprite to test. The Sprite must have an Arcade Physics Body.

Returns
integer -

A negative value if a > b, a positive value if a < b or 0 if a === b or the bodies are invalid.

Source code: physics/arcade/World.js (Line 434)

sortRightLeft(a, b) → {integer}

A Sort function for sorting two bodies based on a RIGHT to LEFT sort direction.

This is called automatically by World.sort

Parameters
Name Type Description
a Phaser.Sprite

The first Sprite to test. The Sprite must have an Arcade Physics Body.

b Phaser.Sprite

The second Sprite to test. The Sprite must have an Arcade Physics Body.

Returns
integer -

A negative value if a > b, a positive value if a < b or 0 if a === b or the bodies are invalid.

Source code: physics/arcade/World.js (Line 455)

sortTopBottom(a, b) → {integer}

A Sort function for sorting two bodies based on a TOP to BOTTOM sort direction.

This is called automatically by World.sort

Parameters
Name Type Description
a Phaser.Sprite

The first Sprite to test. The Sprite must have an Arcade Physics Body.

b Phaser.Sprite

The second Sprite to test. The Sprite must have an Arcade Physics Body.

Returns
integer -

A negative value if a > b, a positive value if a < b or 0 if a === b or the bodies are invalid.

Source code: physics/arcade/World.js (Line 476)

updateMotion(The)

Called automatically by a Physics body, it updates all motion related values on the Body unless World.isPaused is true.

Parameters
Name Type Description
The Phaser.Physics.Arcade.Body

Body object to be updated.

Source code: physics/arcade/World.js (Line 240)

velocityFromAngle(angle, speed, point) → {Phaser.Point}

Given the angle (in degrees) and speed calculate the velocity and return it as a Point object, or set it to the given point object.
One way to use this is: velocityFromAngle(angle, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.

Parameters
Name Type Argument Default Description
angle number

The angle in degrees calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)

speed number <optional>
60

The speed it will move, in pixels per second sq.

point Phaser.Point | object <optional>

The Point object in which the x and y properties will be set to the calculated velocity.

Returns
  • A Point where point.x contains the velocity x value and point.y contains the velocity y value.
Source code: physics/arcade/World.js (Line 1772)

velocityFromRotation(rotation, speed, point) → {Phaser.Point}

Given the rotation (in radians) and speed calculate the velocity and return it as a Point object, or set it to the given point object.
One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.

Parameters
Name Type Argument Default Description
rotation number

The angle in radians.

speed number <optional>
60

The speed it will move, in pixels per second sq.

point Phaser.Point | object <optional>

The Point object in which the x and y properties will be set to the calculated velocity.

Returns
  • A Point where point.x contains the velocity x value and point.y contains the velocity y value.
Source code: physics/arcade/World.js (Line 1791)

worldAngleToPointer(displayObject, pointer) → {number}

Find the angle in radians between a display object (like a Sprite) and a Pointer,
taking their x/y and center into account relative to the world.

Parameters
Name Type Argument Description
displayObject any

The DisplayObjerct to test from.

pointer Phaser.Pointer <optional>

The Phaser.Pointer to test to. If none is given then Input.activePointer is used.

Returns
number -

The angle in radians between displayObject.world.x/y to Pointer.worldX / worldY

Source code: physics/arcade/World.js (Line 2099)