The Matter world instance this body belongs to.
The target tile that should have a Matter body.
Optionaloptions: MatterTileOptions
Options to be used when creating the Matter body.
ReadonlycenterThe body's center of mass.
Calling this creates a new Vector2 each time to avoid mutation.
If you only need to read the value and won't change it, you can get it from GameObject.body.centerOfMass.
The tile object the body is associated with.
The Matter world the body exists within.
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: any
The context to invoke the listener with. Default this.
this.
Destroys this TileBody, removing the current body from the Matter world, clearing the reference on the tile, and removing all event listeners.undefined
This TileBody object.
Calls each of the listeners registered for a given event.
The event name.
Additional arguments that will be passed to the event handler.
true if the event had listeners, else false.
Return an array listing the events for which the emitter has registered listeners.undefined
undefined
Is the body belonging to this Game Object a sensor or not?undefined
true if the body is a sensor, otherwise false.
Returns true if the body is static, otherwise false for a dynamic body.undefined
true if the body is static, otherwise false.
Return the number of listeners listening to a given event.
The event name.
The number of listeners.
Return the listeners registered for a given event.
The event name.
The registered listeners.
Remove the listeners of a given event.
The event name.
Optionalfn: Function
Only remove the listeners that match this function.
Optionalcontext: any
Only remove the listeners that have this context.
Optionalonce: boolean
Only remove one-time listeners.
this.
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: any
The context to invoke the listener with. Default this.
this.
Add a one-time listener for a given event. The listener is automatically removed the first time the event is emitted, so it will never be called more than once.
The event name.
The listener function.
Optionalcontext: any
The context to invoke the listener with. Default this.
this.
Remove all listeners, or those of the specified event.
Optionalevent: string | symbol
The event name.
this.
Removes the current body from the TileBody and from the Matter world.undefined
This TileBody object.
Remove the listeners of a given event.
The event name.
Optionalfn: Function
Only remove the listeners that match this function.
Optionalcontext: any
Only remove the listeners that have this context.
Optionalonce: boolean
Only remove one-time listeners.
this.
Wakes this physics body if it is currently asleep, returning it to active simulation. Once awake, the body will resume participating in collisions and physics updates.undefined
This Game Object instance.
Sets the restitution (bounciness) of this Game Object's Matter.js physics body. This controls how much of the body's kinetic energy is preserved after a collision.
A Number that defines the restitution (elasticity) of the body. The value is always positive and is in the range (0, 1). A value of 0 means collisions may be perfectly inelastic and no bouncing may occur. A value of 0.8 means the body may bounce back with approximately 80% of its kinetic energy. Note that collision response is based on pairs of bodies, and that restitution values are combined with the following formula: Math.max(bodyA.restitution, bodyB.restitution)
This Game Object instance.
Sets the collision mask for this Game Object's Matter Body. Two Matter Bodies with different collision groups will only
collide if each one includes the other's category in its mask based on a bitwise AND, i.e. (categoryA & maskB) !== 0
and (categoryB & maskA) !== 0 are both true.
A unique category bitfield, or an array of them.
This Game Object instance.
Sets the collision category of this Game Object's Matter Body. This number must be a power of two between 2^0 (= 1) and 2^31. Two bodies with different collision groups (see #setCollisionGroup) will only collide if their collision categories are included in their collision masks (see #setCollidesWith).
Unique category bitfield.
This Game Object instance.
Sets the collision group of this Game Object's Matter Body. If this is zero or two Matter Bodies have different values, they will collide according to the usual rules (see #setCollisionCategory and #setCollidesWith). If two Matter Bodies have the same positive value, they will always collide; if they have the same negative value, they will never collide.
Unique group index.
This Game Object instance.
Sets the density of the body.
The new density of the body.
This Game Object instance.
Sets new friction values for this Game Object's Matter Body.
The new friction of the body, between 0 and 1, where 0 allows the Body to slide indefinitely, while 1 allows it to stop almost immediately after a force is applied.
Optionalair: number
If provided, the new air resistance of the Body. The higher the value, the faster the Body will slow as it moves through space. 0 means the body has no air resistance.
Optionalfstatic: number
If provided, the new static friction of the Body. The higher the value (e.g. 10), the more force it will take to initially get the Body moving when it is nearly stationary. 0 means the body will never "stick" when it is nearly stationary.
This Game Object instance.
Sets a new air resistance for this Game Object's Matter Body. A value of 0 means the Body will never slow as it moves through space. The higher the value, the faster a Body slows when moving through space.
The new air resistance for the Body.
This Game Object instance.
Sets a new static friction for this Game Object's Matter Body. A value of 0 means the Body will never "stick" when it is nearly stationary. The higher the value (e.g. 10), the more force it will take to initially get the Body moving when it is nearly stationary.
The new static friction for the Body.
This Game Object instance.
Sets the current body from the collision group associated with the Tile. This is typically set up in Tiled's collision editor.
Note: Matter doesn't support all shapes from Tiled. Rectangles and polygons are directly supported. Ellipses are converted into circle bodies. Polylines are treated as if they are closed polygons. If a tile has multiple shapes, a multi-part body will be created. Concave shapes are supported if poly-decomp library is included. Decomposition is not guaranteed to work for complex shapes (e.g. holes), so it's often best to manually decompose a concave polygon into multiple convex polygons yourself.
Optionaloptions: MatterBodyTileOptions
Options to be used when creating the Matter body. See MatterJS.Body for a list of what Matter accepts.
This TileBody object.
Sets the current body to a rectangle that matches the bounds of the tile.
Optionaloptions: MatterBodyTileOptions
Options to be used when creating the Matter body. See MatterJS.Body for a list of what Matter accepts.
This TileBody object.
Sets whether this Game Object's Matter.js body should ignore world gravity. When set to
true, the body will not be influenced by the global gravity defined in the Matter.js
world configuration, allowing it to float freely regardless of the world's gravity settings.
This can be changed at any time during gameplay to dynamically enable or disable gravity on the body.
Set to true to ignore the effect of world gravity, or false to not ignore it.
This Game Object instance.
Sets the mass of the Game Object's Matter Body.
The new mass of the body.
This Game Object instance.
Sets a callback to be invoked when this Game Object's Matter Body begins colliding with another body.
The callback is sent a Phaser.Types.Physics.Matter.MatterCollisionData object.
This does not change the bodies collision category, group or filter. Those must be set in addition to the callback.
The callback to invoke when this body starts colliding with another.
This Game Object instance.
Sets a callback to be invoked each step while this Game Object's Matter Body is actively colliding with another body.
The callback is sent a Phaser.Types.Physics.Matter.MatterCollisionData object.
This does not change the bodies collision category, group or filter. Those must be set in addition to the callback.
The callback to invoke for the duration of this body colliding with another.
This Game Object instance.
Sets a callback to be invoked when this Game Object's Matter Body stops colliding with another body.
The callback is sent a Phaser.Types.Physics.Matter.MatterCollisionData object.
This does not change the bodies collision category, group or filter. Those must be set in addition to the callback.
The callback to invoke when this body stops colliding with another.
This Game Object instance.
Sets a callback to be invoked when this Game Object's Matter Body collides with a specific body or bodies.
The callback is sent a reference to the other body, along with a Phaser.Types.Physics.Matter.MatterCollisionData object.
This does not change the bodies collision category, group or filter. Those must be set in addition to the callback.
This Game Object instance.
Set the body belonging to this Game Object to be a sensor. Sensors trigger collision events, but don't physically react to or push colliding bodies.
true to set the body as a sensor, or false to disable it.
This Game Object instance.
Enables or disables the Sleep End event for this body.
true to enable the SLEEP_END event for this body, or false to disable it.
This Game Object instance.
Enable sleep and wake events for this body.
By default when a body goes to sleep, or wakes up, it will not emit any events.
The events are emitted by the Matter World instance and can be listened to via
the SLEEP_START and SLEEP_END events.
true if you want the sleep start event to be emitted for this body.
true if you want the sleep end event to be emitted for this body.
This Game Object instance.
Enables or disables the Sleep Start event for this body.
true to enable the SLEEP_START event for this body, or false to disable it.
This Game Object instance.
Sets the number of updates in which this body must have near-zero velocity before it is set as sleeping (if sleeping is enabled by the engine).
Optionalvalue: number
The number of consecutive updates with near-zero velocity required before the body is put to sleep. Default 60.
This Game Object instance.
Changes the physics body to be either static true or dynamic false.
true to set the body as being static, or false to make it dynamic.
This Game Object instance.
Immediately puts this physics body to sleep, removing it from active simulation.
A sleeping body will not move, generate collisions, or consume CPU until it is woken.
It can be woken manually via setAwake, or automatically when struck by another body.undefined
This Game Object instance.
Removes all listeners from this EventEmitter. This method is called automatically by the Scene Systems when the parent Scene shuts down, ensuring that all event bindings are cleared and no stale references remain.
A wrapper around a Tile that provides access to a corresponding Matter body. A tile can only have one Matter body associated with it. You can either pass in an existing Matter body for the tile or allow the constructor to create the corresponding body for you. If the Tile has a collision group (defined in Tiled), those shapes will be used to create the body. If not, the tile's rectangle bounding box will be used.
The corresponding body will be accessible on the Tile itself via Tile.physics.matterBody.
Note: not all Tiled collision shapes are supported. See Phaser.Physics.Matter.TileBody#setFromTileCollision for more information.