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 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.
Contains methods for changing the collision filter of a Matter Body. Should be used as a mixin and not called directly.