Phaser API Documentation

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Phaser . Physics . Arcade . ArcadePhysics

This is a beta release of our new docs system. Found an issue?
Please tell us about it in the #📖-newdocs-feedback channel on the Phaser Discord

Phaser . Physics . Arcade . ArcadePhysics

The Arcade Physics Plugin belongs to a Scene and sets up and manages the Scene's physics simulation. It also holds some useful methods for moving and rotating Arcade Physics Bodies.

You can access it from within a Scene using this.physics.

Arcade Physics uses the Projection Method of collision resolution and separation. While it's fast and suitable for 'arcade' style games it lacks stability when multiple objects are in close proximity or resting upon each other. The separation that stops two objects penetrating may create a new penetration against a different object. If you require a high level of stability please consider using an alternative physics system, such as Matter.js.

Constructor:

new ArcadePhysics(scene)

Parameters:

name type description
scene Phaser.Scene

The Scene that this Plugin belongs to.

Since: 3.0.0

Members

Description:

An object holding the Arcade Physics factory methods.

Type:
Since: 3.0.0
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Description:

A configuration object. Union of the physics.arcade.* properties of the GameConfig and SceneConfig objects.

Type:
Since: 3.0.0
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scene: Phaser.Scene
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Description:

The Scene that this Plugin belongs to.

Type:
Since: 3.0.0
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Description:

The Scene's Systems.

Type:
Since: 3.0.0
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Description:

The physics simulation.

Type:
Since: 3.0.0
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Methods

accelerateTo(gameObject, x, y, [speed], [xSpeedMax], [ySpeedMax])
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Description:

Sets the acceleration.x/y property on the game object so it will move towards the x/y coordinates at the given rate (in pixels per second squared)

You must give a maximum speed value, beyond which the game object won't go any faster.

Note: The game object does not continuously track the target. If the target changes location during transit the game object will not modify its course. Note: The game object doesn't stop moving once it reaches the destination coordinates.

Parameters:

name type arguments Default description
gameObject Phaser.GameObjects.GameObject

Any Game Object with an Arcade Physics body.

x number

The x coordinate to accelerate towards.

y number

The y coordinate to accelerate towards.

speed number <optional> 60

The acceleration (change in speed) in pixels per second squared.

xSpeedMax number <optional> 500

The maximum x velocity the game object can reach.

ySpeedMax number <optional> 500

The maximum y velocity the game object can reach.

Returns:
Description:

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

Type:
  • number
Examples:
Since: 3.0.0
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accelerateToObject(gameObject, destination, [speed], [xSpeedMax], [ySpeedMax])
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Description:

Sets the acceleration.x/y property on the game object so it will move towards the x/y coordinates at the given rate (in pixels per second squared)

You must give a maximum speed value, beyond which the game object won't go any faster.

Note: The game object does not continuously track the target. If the target changes location during transit the game object will not modify its course. Note: The game object doesn't stop moving once it reaches the destination coordinates.

Parameters:

name type arguments Default description
gameObject Phaser.GameObjects.GameObject

Any Game Object with an Arcade Physics body.

destination Phaser.GameObjects.GameObject

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

speed number <optional> 60

The acceleration (change in speed) in pixels per second squared.

xSpeedMax number <optional> 500

The maximum x velocity the game object can reach.

ySpeedMax number <optional> 500

The maximum y velocity the game object can reach.

Returns:
Description:

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

Type:
  • number
Examples:
Since: 3.0.0
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<private> boot()
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Description:

This method is called automatically, only once, when the Scene is first created. Do not invoke it directly.

Examples:
Since: 3.5.1
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closest(source, [targets])
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Description:

Finds the Body or Game Object closest to a source point or object.

If a targets argument is passed, this method finds the closest of those. The targets can be Arcade Physics Game Objects, Dynamic Bodies, or Static Bodies.

If no targets argument is passed, this method finds the closest Dynamic Body.

If two or more targets are the exact same distance from the source point, only the first target is returned.

Parameters:

name type arguments description
source any

Any object with public x and y properties, such as a Game Object or Geometry object.

targets Array.<Phaser.Physics.Arcade.Body> | Array.<Phaser.Physics.Arcade.StaticBody> | Array.<Phaser.GameObjects.GameObject> <optional>

The targets.

Returns:
Description:

The target closest to the given source point.

Examples:
Since: 3.0.0
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collide(object1, [object2], [collideCallback], [processCallback], [callbackContext])
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Description:

Performs a collision check and separation between the two physics enabled objects given, which can be single Game Objects, arrays of Game Objects, Physics Groups, arrays of Physics Groups or normal Groups.

If you don't require separation then use #overlap instead.

If two Groups or arrays are passed, each member of one will be tested against each member of the other.

If only one Group is passed (as object1), each member of the Group will be collided against the other members.

If only one Array is passed, the array is iterated and every element in it is tested against the others.

Two callbacks can be provided. The collideCallback is invoked if a collision occurs and the two colliding objects are passed to it.

Arcade Physics uses the Projection Method of collision resolution and separation. While it's fast and suitable for 'arcade' style games it lacks stability when multiple objects are in close proximity or resting upon each other. The separation that stops two objects penetrating may create a new penetration against a different object. If you require a high level of stability please consider using an alternative physics system, such as Matter.js.

Parameters:

name type arguments description
object1 Phaser.Types.Physics.Arcade.ArcadeColliderType

The first object or array of objects to check.

object2 Phaser.Types.Physics.Arcade.ArcadeColliderType <optional>

The second object or array of objects to check, or undefined.

collideCallback ArcadePhysicsCallback <optional>

An optional callback function that is called if the objects collide.

processCallback ArcadePhysicsCallback <optional>

An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then collideCallback will only be called if this callback returns true.

callbackContext * <optional>

The context in which to run the callbacks.

Returns:
Description:

True if any overlapping Game Objects were separated, otherwise false.

Type:
  • boolean
Examples:
Since: 3.0.0
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collideTiles(sprite, tiles, [collideCallback], [processCallback], [callbackContext])
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Description:

This advanced method is specifically for testing for collision between a single Sprite and an array of Tile objects.

You should generally use the collide method instead, with a Sprite vs. a Tilemap Layer, as that will perform tile filtering and culling for you, as well as handle the interesting face collision automatically.

This method is offered for those who would like to check for collision with specific Tiles in a layer, without having to set any collision attributes on the tiles in question. This allows you to perform quick dynamic collisions on small sets of Tiles. As such, no culling or checks are made to the array of Tiles given to this method, you should filter them before passing them to this method.

Important: Use of this method skips the interesting faces system that Tilemap Layers use. This means if you have say a row or column of tiles, and you jump into, or walk over them, it's possible to get stuck on the edges of the tiles as the interesting face calculations are skipped. However, for quick-fire small collision set tests on dynamic maps, this method can prove very useful.

Parameters:

name type arguments description
sprite Phaser.GameObjects.GameObject

The first object to check for collision.

tiles Array.<Phaser.Tilemaps.Tile>

An array of Tiles to check for collision against.

collideCallback ArcadePhysicsCallback <optional>

An optional callback function that is called if the objects collide.

processCallback ArcadePhysicsCallback <optional>

An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then collideCallback will only be called if this callback returns true.

callbackContext any <optional>

The context in which to run the callbacks.

Returns:
Description:

True if any objects overlap (with overlapOnly); or true if any overlapping objects were separated.

Type:
  • boolean
Examples:
Since: 3.17.0
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destroy()
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Description:

The Scene that owns this plugin is being destroyed. We need to shutdown and then kill off all external references.

Examples:
Since: 3.0.0
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disableUpdate()
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Description:

Causes World.update to not be automatically called each time the Scene emits and UPDATE event.

If you wish to run the World update at your own rate, or from your own component, then you should call this method to disable the built-in link, and then call World.update(delta, time) accordingly.

Note that World.postUpdate is always automatically called when the Scene emits a POST_UPDATE event, regardless of this setting.

Examples:
Since: 3.50.0
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enableUpdate()
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Description:

Causes World.update to be automatically called each time the Scene emits and UPDATE event. This is the default setting, so only needs calling if you have specifically disabled it.

Examples:
Since: 3.50.0
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furthest(source, [targets])
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Description:

Finds the Body or Game Object farthest from a source point or object.

If a targets argument is passed, this method finds the farthest of those. The targets can be Arcade Physics Game Objects, Dynamic Bodies, or Static Bodies.

If no targets argument is passed, this method finds the farthest Dynamic Body.

If two or more targets are the exact same distance from the source point, only the first target is returned.

Parameters:

name type arguments description
source any

Any object with public x and y properties, such as a Game Object or Geometry object.

targets Array.<Phaser.Physics.Arcade.Body> | Array.<Phaser.Physics.Arcade.StaticBody> | Array.<Phaser.GameObjects.GameObject> <optional>

The targets.

Returns:
Description:

The target farthest from the given source point.

Examples:
Since: 3.0.0
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getConfig()
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Description:

Creates the physics configuration for the current Scene.

Returns:
Description:

The physics configuration.

Examples:
Since: 3.0.0
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moveTo(gameObject, x, y, [speed], [maxTime])
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Description:

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 arguments Default description
gameObject Phaser.GameObjects.GameObject

Any Game Object with an Arcade Physics body.

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:
Description:

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

Type:
  • number
Examples:
Since: 3.0.0
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moveToObject(gameObject, destination, [speed], [maxTime])
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Description:

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 arguments Default description
gameObject Phaser.GameObjects.GameObject

Any Game Object with an Arcade Physics body.

destination object

Any object with public x and y properties, such as a Game Object or Geometry object.

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:
Description:

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

Type:
  • number
Examples:
Since: 3.0.0
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overlap(object1, [object2], [collideCallback], [processCallback], [callbackContext])
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Description:

Tests if Game Objects overlap. See Phaser.Physics.Arcade.World#overlap

Parameters:

name type arguments description
object1 Phaser.Types.Physics.Arcade.ArcadeColliderType

The first object or array of objects to check.

object2 Phaser.Types.Physics.Arcade.ArcadeColliderType <optional>

The second object or array of objects to check, or undefined.

collideCallback ArcadePhysicsCallback <optional>

An optional callback function that is called if the objects collide.

processCallback ArcadePhysicsCallback <optional>

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

callbackContext * <optional>

The context in which to run the callbacks.

Returns:
Description:

True if at least one Game Object overlaps another.

Type:
  • boolean
Examples:
Since: 3.0.0
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overlapCirc(x, y, radius, [includeDynamic], [includeStatic])
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Description:

This method will search the given circular area and return an array of all physics bodies that overlap with it. It can return either Dynamic, Static bodies or a mixture of both.

A body only has to intersect with the search area to be considered, it doesn't have to be fully contained within it.

If Arcade Physics is set to use the RTree (which it is by default) then the search is rather fast, otherwise the search is O(N) for Dynamic Bodies.

Parameters:

name type arguments Default description
x number

The x coordinate of the center of the area to search within.

y number

The y coordinate of the center of the area to search within.

radius number

The radius of the area to search within.

includeDynamic boolean <optional> true

Should the search include Dynamic Bodies?

includeStatic boolean <optional> false

Should the search include Static Bodies?

Returns:
Description:

An array of bodies that overlap with the given area.

Examples:
Since: 3.21.0
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overlapRect(x, y, width, height, [includeDynamic], [includeStatic])
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Description:

This method will search the given rectangular area and return an array of all physics bodies that overlap with it. It can return either Dynamic, Static bodies or a mixture of both.

A body only has to intersect with the search area to be considered, it doesn't have to be fully contained within it.

If Arcade Physics is set to use the RTree (which it is by default) then the search for is extremely fast, otherwise the search is O(N) for Dynamic Bodies.

Parameters:

name type arguments Default description
x number

The top-left x coordinate of the area to search within.

y number

The top-left y coordinate of the area to search within.

width number

The width of the area to search within.

height number

The height of the area to search within.

includeDynamic boolean <optional> true

Should the search include Dynamic Bodies?

includeStatic boolean <optional> false

Should the search include Static Bodies?

Returns:
Description:

An array of bodies that overlap with the given area.

Examples:
Since: 3.17.0
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overlapTiles(sprite, tiles, [collideCallback], [processCallback], [callbackContext])
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Description:

This advanced method is specifically for testing for overlaps between a single Sprite and an array of Tile objects.

You should generally use the overlap method instead, with a Sprite vs. a Tilemap Layer, as that will perform tile filtering and culling for you, as well as handle the interesting face collision automatically.

This method is offered for those who would like to check for overlaps with specific Tiles in a layer, without having to set any collision attributes on the tiles in question. This allows you to perform quick dynamic overlap tests on small sets of Tiles. As such, no culling or checks are made to the array of Tiles given to this method, you should filter them before passing them to this method.

Parameters:

name type arguments description
sprite Phaser.GameObjects.GameObject

The first object to check for collision.

tiles Array.<Phaser.Tilemaps.Tile>

An array of Tiles to check for collision against.

collideCallback ArcadePhysicsCallback <optional>

An optional callback function that is called if the objects overlap.

processCallback ArcadePhysicsCallback <optional>

An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then collideCallback will only be called if this callback returns true.

callbackContext any <optional>

The context in which to run the callbacks.

Returns:
Description:

True if any objects overlap (with overlapOnly); or true if any overlapping objects were separated.

Type:
  • boolean
Examples:
Since: 3.17.0
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pause()
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Description:

Pauses the simulation.

Returns:
Description:

The simulation.

Examples:
Since: 3.0.0
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resume()
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Description:

Resumes the simulation (if paused).

Returns:
Description:

The simulation.

Examples:
Since: 3.0.0
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shutdown()
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Description:

The Scene that owns this plugin is shutting down. We need to kill and reset all internal properties as well as stop listening to Scene events.

Examples:
Since: 3.0.0
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<private> start()
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Description:

This method is called automatically by the Scene when it is starting up. It is responsible for creating local systems, properties and listening for Scene events. Do not invoke it directly.

Examples:
Since: 3.5.0
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velocityFromAngle(angle, [speed], [vec2])
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Description:

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

Parameters:

name type arguments 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 squared.

vec2 Phaser.Math.Vector2 <optional>

The Vector2 in which the x and y properties will be set to the calculated velocity.

Returns:
Description:

The Vector2 that stores the velocity.

Examples:
Since: 3.0.0
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velocityFromRotation(rotation, [speed], [vec2])
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Description:

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

Parameters:

name type arguments Default description
rotation number

The angle in radians.

speed number <optional> 60

The speed it will move, in pixels per second squared

vec2 Phaser.Math.Vector2 <optional>

The Vector2 in which the x and y properties will be set to the calculated velocity.

Returns:
Description:

The Vector2 that stores the velocity.

Examples:
Since: 3.0.0
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