## Phaser.Physics.Arcade. Body

#### new Body(sprite)

  The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than
  the Sprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `sprite` | Phaser.Sprite | The Sprite object this physics body belongs to.

  Source - physics/arcade/Body.js, line 15

### Members

#### acceleration :Phaser.Point

  The acceleration is the rate of change of the velocity. Measured in pixels per second squared.

  Source - physics/arcade/Body.js, line 160

#### allowGravity :boolean

  Allow this Body to be influenced by gravity? Either world or local.

  Default Value:
    - true
  Source - physics/arcade/Body.js, line 171

#### allowRotation :boolean

  Allow this Body to be rotated? (via angularVelocity, etc)

  Default Value:
    - true
  Source - physics/arcade/Body.js, line 78

#### <readonly> angle :number

  The angle of the Body's velocity in radians.

  Source - physics/arcade/Body.js, line 288

#### angularAcceleration :number

  The angular acceleration is the rate of change of the angular velocity. Measured in degrees per second squared.

  Source - physics/arcade/Body.js, line 264

#### angularDrag :number

  The drag applied during the rotation of the Body. Measured in degrees per second squared.

  Source - physics/arcade/Body.js, line 270

#### angularVelocity :number

  The angular velocity controls the rotation speed of the Body. It is measured in degrees per second.

  Source - physics/arcade/Body.js, line 258

#### blocked :object

  This object is populated with boolean values when the Body collides with the World bounds or a Tile.
  For example if blocked.up is true then the Body cannot move up. An object containing on which faces this Body is blocked from moving, if any.

  Source - physics/arcade/Body.js, line 390

#### <readonly> bottom :number

  The bottom value of this Body (same as Body.y + Body.height)

  Source - physics/arcade/Body.js, line 1370

#### bounce :Phaser.Point

  The elasticity of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity.

  Source - physics/arcade/Body.js, line 181

#### <readonly> center :Phaser.Point

  The center coordinate of the Physics Body.

  Source - physics/arcade/Body.js, line 139

#### checkCollision :object

  Set the checkCollision properties to control which directions collision is processed for this Body.
  For example checkCollision.up = false means it won't collide when the collision happened while moving up.
  If you need to disable a Body entirely, use `body.enable = false`, this will also disable motion.
  If you need to disable just collision and/or overlap checks, but retain motion, set `checkCollision.none = true`. An object containing allowed collision.

  Source - physics/arcade/Body.js, line 370

#### collideWorldBounds :boolean

  A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World. Should the Body collide with the World bounds?

  Source - physics/arcade/Body.js, line 361

#### customSeparateX :boolean

  This flag allows you to disable the custom x separation that takes place by Physics.Arcade.separate.
  Used in combination with your own collision processHandler you can create whatever type of collision response you need. Use a custom separation system or the built-in one?

  Source - physics/arcade/Body.js, line 323

#### customSeparateY :boolean

  This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate.
  Used in combination with your own collision processHandler you can create whatever type of collision response you need. Use a custom separation system or the built-in one?

  Source - physics/arcade/Body.js, line 331

#### deltaMax :Phaser.Point

  The Sprite position is updated based on the delta x/y values. You can set a cap on those (both +-) using deltaMax.

  Source - physics/arcade/Body.js, line 155

#### dirty :boolean

  If this Body in a preUpdate (true) or postUpdate (false) state?

  Source - physics/arcade/Body.js, line 402

#### drag :Phaser.Point

  The drag applied to the motion of the Body.

  Source - physics/arcade/Body.js, line 165

#### embedded :boolean

  If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each other?) this is set to true. Body embed value.

  Source - physics/arcade/Body.js, line 355

#### enable :boolean

  A disabled body won't be checked for any form of collision or overlap or have its pre/post updates run.

  Default Value:
    - true
  Source - physics/arcade/Body.js, line 36

#### facing :number

  A const reference to the direction the Body is traveling or facing.

  Source - physics/arcade/Body.js, line 300

#### friction :Phaser.Point

  The amount of movement that will occur if another object 'rides' this one.

  Source - physics/arcade/Body.js, line 252

#### game :Phaser.Game

  Local reference to game.

  Source - physics/arcade/Body.js, line 25

#### gravity :Phaser.Point

  A local gravity applied to this Body. If non-zero this over rides any world gravity, unless Body.allowGravity is set to false.

  Source - physics/arcade/Body.js, line 176

#### <readonly> halfHeight :number

  The calculated height / 2 of the physics body.

  Source - physics/arcade/Body.js, line 133

#### <readonly> halfWidth :number

  The calculated width / 2 of the physics body.

  Source - physics/arcade/Body.js, line 127

#### <readonly> height :number

  The calculated height of the physics body.

  Source - physics/arcade/Body.js, line 103

#### immovable :boolean

  An immovable Body will not receive any impacts from other bodies.

  Source - physics/arcade/Body.js, line 306

#### <readonly> isCircle :boolean

  If `true` this Body is using circular collision detection. If `false` it is using rectangular.
  Use `Body.setCircle` to control the collision shape this Body uses.

  Source - physics/arcade/Body.js, line 45

#### isMoving :boolean

  Set by the `moveTo` and `moveFrom` methods.

  Source - physics/arcade/Body.js, line 422

#### left :number

  The x position of the Body. The same as `Body.x`.

  Source - physics/arcade/Body.js, line 1327

#### mass :number

  The mass of the Body. When two bodies collide their mass is used in the calculation to determine the exchange of velocity.

  Default Value:
    - 1
  Source - physics/arcade/Body.js, line 282

#### maxAngular :number

  The maximum angular velocity in degrees per second that the Body can reach.

  Default Value:
    - 1000
  Source - physics/arcade/Body.js, line 276

#### maxVelocity :Phaser.Point

  The maximum velocity in pixels per second sq. that the Body can reach.

  Source - physics/arcade/Body.js, line 247

#### movementCallback :function

  Optional callback. If set, invoked during the running of `moveTo` or `moveFrom` events.

  Source - physics/arcade/Body.js, line 467

#### movementCallbackContext :object

  Context in which to call the movementCallback.

  Source - physics/arcade/Body.js, line 472

#### moves :boolean

  If you have a Body that is being moved around the world via a tween or a Group motion, but its local x/y position never
  actually changes, then you should set Body.moves = false. Otherwise it will most likely fly off the screen.
  If you want the physics system to move the body around, then set moves to true. Set to true to allow the Physics system to move this Body, otherwise false to move it manually.

  Default Value:
    - true
  Source - physics/arcade/Body.js, line 315

#### <readonly> newVelocity :Phaser.Point

  The new velocity. Calculated during the Body.preUpdate and applied to its position.

  Source - physics/arcade/Body.js, line 150

#### offset :Phaser.Point

  The offset of the Physics Body from the Sprite x/y position.

  Source - physics/arcade/Body.js, line 60

#### onCollide :Phaser.Signal

  A Signal that is dispatched when this Body collides with another Body.

  You still need to call `game.physics.arcade.collide` in your `update` method in order
  for this signal to be dispatched.

  Usually you'd pass a callback to the `collide` method, but this signal provides for
  a different level of notification.

  Due to the potentially high volume of signals this could create it is disabled by default.

  To use this feature set this property to a Phaser.Signal: `sprite.body.onCollide = new Phaser.Signal()`
  and it will be called when a collision happens, passing two arguments: the sprites which collided.
  The first sprite in the argument is always the owner of this Body.

  If two Bodies with this Signal set collide, both will dispatch the Signal.

  Source - physics/arcade/Body.js, line 221

#### onMoveComplete :Phaser.Signal

  Listen for the completion of `moveTo` or `moveFrom` events.

  Source - physics/arcade/Body.js, line 462

#### onOverlap :Phaser.Signal

  A Signal that is dispatched when this Body overlaps with another Body.

  You still need to call `game.physics.arcade.overlap` in your `update` method in order
  for this signal to be dispatched.

  Usually you'd pass a callback to the `overlap` method, but this signal provides for
  a different level of notification.

  Due to the potentially high volume of signals this could create it is disabled by default.

  To use this feature set this property to a Phaser.Signal: `sprite.body.onOverlap = new Phaser.Signal()`
  and it will be called when a collision happens, passing two arguments: the sprites which collided.
  The first sprite in the argument is always the owner of this Body.

  If two Bodies with this Signal set collide, both will dispatch the Signal.

  Source - physics/arcade/Body.js, line 241

#### onWorldBounds :Phaser.Signal

  A Signal that is dispatched when this Body collides with the world bounds.
  Due to the potentially high volume of signals this could create it is disabled by default.
  To use this feature set this property to a Phaser.Signal: `sprite.body.onWorldBounds = new Phaser.Signal()`
  and it will be called when a collision happens, passing five arguments:
  `onWorldBounds(sprite, up, down, left, right)`
  where the Sprite is a reference to the Sprite that owns this Body, and the other arguments are booleans
  indicating on which side of the world the Body collided.

  Source - physics/arcade/Body.js, line 201

#### overlapR :number

  If `Body.isCircle` is true, and this body collides with another circular body, the amount of overlap is stored here. The amount of overlap during the collision.

  Source - physics/arcade/Body.js, line 349

#### overlapX :number

  When this body collides with another, the amount of overlap is stored here. The amount of horizontal overlap during the collision.

  Source - physics/arcade/Body.js, line 337

#### overlapY :number

  When this body collides with another, the amount of overlap is stored here. The amount of vertical overlap during the collision.

  Source - physics/arcade/Body.js, line 343

#### <readonly> position :Phaser.Point

  The position of the physics body.

  Source - physics/arcade/Body.js, line 66

#### <readonly> preRotation :number

  The previous rotation of the physics body.

  Source - physics/arcade/Body.js, line 91

#### <readonly> prev :Phaser.Point

  The previous position of the physics body.

  Source - physics/arcade/Body.js, line 72

#### <readonly> radius :number

  The radius of the circular collision shape this Body is using if Body.setCircle has been enabled.
  If you wish to change the radius then call `setCircle` again with the new value.
  If you wish to stop the Body using a circle then call `setCircle` with a radius of zero (or undefined).

  Source - physics/arcade/Body.js, line 55

#### <readonly> right :number

  The right value of this Body (same as Body.x + Body.width)

  Source - physics/arcade/Body.js, line 1341

#### rotation :number

  The Body's rotation in degrees, as calculated by its angularVelocity and angularAcceleration. Please understand that the collision Body
  itself never rotates, it is always axis-aligned. However these values are passed up to the parent Sprite and updates its rotation.

  Source - physics/arcade/Body.js, line 85

#### skipQuadTree :boolean

  If true and you collide this Sprite against a Group, it will disable the collision check from using a QuadTree.

  Source - physics/arcade/Body.js, line 407

#### <readonly> sourceHeight :number

  The un-scaled original size.

  Source - physics/arcade/Body.js, line 115

#### <readonly> sourceWidth :number

  The un-scaled original size.

  Source - physics/arcade/Body.js, line 109

#### <readonly> speed :number

  The speed of the Body as calculated by its velocity.

  Source - physics/arcade/Body.js, line 294

#### sprite :Phaser.Sprite

  Reference to the parent Sprite.

  Source - physics/arcade/Body.js, line 20

#### stopVelocityOnCollide :boolean

  Set by the `moveTo` and `moveFrom` methods.

  Source - physics/arcade/Body.js, line 427

#### syncBounds :boolean

  If true the Body will check itself against the Sprite.getBounds() dimensions and adjust its width and height accordingly.
  If false it will compare its dimensions against the Sprite scale instead, and adjust its width height if the scale has changed.
  Typically you would need to enable syncBounds if your sprite is the child of a responsive display object such as a FlexLayer,
  or in any situation where the Sprite scale doesn't change, but its parents scale is effecting the dimensions regardless.

  Source - physics/arcade/Body.js, line 417

#### tilePadding :Phaser.Point

  If this is an especially small or fast moving object then it can sometimes skip over tilemap collisions if it moves through a tile in a step.
  Set this padding value to add extra padding to its bounds. tilePadding.x applied to its width, y to its height. Extra padding to be added to this sprite's dimensions when checking for tile collision.

  Source - physics/arcade/Body.js, line 397

#### top :number

  The y position of the Body. The same as `Body.y`.

  Source - physics/arcade/Body.js, line 1356

#### touching :object

  This object is populated with boolean values when the Body collides with another.
  touching.up = true means the collision happened to the top of this Body for example. An object containing touching results.

  Source - physics/arcade/Body.js, line 377

#### type :number

  The type of physics system this body belongs to.

  Source - physics/arcade/Body.js, line 30

#### velocity :Phaser.Point

  The velocity, or rate of change in speed of the Body. Measured in pixels per second.

  Source - physics/arcade/Body.js, line 144

#### wasTouching :object

  This object is populated with previous touching values from the bodies previous collision. An object containing previous touching results.

  Source - physics/arcade/Body.js, line 383

#### <readonly> width :number

  The calculated width of the physics body.

  Source - physics/arcade/Body.js, line 97

#### worldBounce :Phaser.Point

  The elasticity of the Body when colliding with the World bounds.
  By default this property is `null`, in which case `Body.bounce` is used instead. Set this property
  to a Phaser.Point object in order to enable a World bounds specific bounce value.

  Source - physics/arcade/Body.js, line 189

#### x :number

  The x position.

  Source - physics/arcade/Body.js, line 1385

#### y :number

  The y position.

  Source - physics/arcade/Body.js, line 1404

### Methods

#### <internal> checkWorldBounds() → {boolean}

  Internal method.

  ##### Returns:

  boolean -

  True if the Body collided with the world bounds, otherwise false.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - physics/arcade/Body.js, line 795

#### deltaAbsX() → {number}

  Returns the absolute delta x value.

  ##### Returns:

  number -

  The absolute delta value.

  Source - physics/arcade/Body.js, line 1245

#### deltaAbsY() → {number}

  Returns the absolute delta y value.

  ##### Returns:

  number -

  The absolute delta value.

  Source - physics/arcade/Body.js, line 1257

#### deltaX() → {number}

  Returns the delta x value. The difference between Body.x now and in the previous step.

  ##### Returns:

  number -

  The delta value. Positive if the motion was to the right, negative if to the left.

  Source - physics/arcade/Body.js, line 1269

#### deltaY() → {number}

  Returns the delta y value. The difference between Body.y now and in the previous step.

  ##### Returns:

  number -

  The delta value. Positive if the motion was downwards, negative if upwards.

  Source - physics/arcade/Body.js, line 1281

#### deltaZ() → {number}

  Returns the delta z value. The difference between Body.rotation now and in the previous step.

  ##### Returns:

  number -

  The delta value. Positive if the motion was clockwise, negative if anti-clockwise.

  Source - physics/arcade/Body.js, line 1293

#### destroy()

  Destroys this Body.

  First it calls Group.removeFromHash if the Game Object this Body belongs to is part of a Group.
  Then it nulls the Game Objects body reference, and nulls this Body.sprite reference.

  Source - physics/arcade/Body.js, line 1305

#### getBounds(obj) → {object}

  Returns the bounds of this physics body.

  Only used internally by the World collision methods.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `obj` | object | The object in which to set the bounds values.

  ##### Returns:

  object -

  The object that was given to this method.

  Source - physics/arcade/Body.js, line 1165

#### hitTest(x, y) → {boolean}

  Tests if a world point lies within this Body.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `x` | number | The world x coordinate to test.
  `y` | number | The world y coordinate to test.

  ##### Returns:

  boolean -

  True if the given coordinates are inside this Body, otherwise false.

  Source - physics/arcade/Body.js, line 1195

#### moveFrom(duration, speed, direction) → {boolean}

  Note: This method is experimental, and may be changed or removed in a future release.

  This method moves the Body in the given direction, for the duration specified.
  It works by setting the velocity on the Body, and an internal timer, and then
  monitoring the duration each frame. When the duration is up the movement is
  stopped and the `Body.onMoveComplete` signal is dispatched.

  Movement also stops if the Body collides or overlaps with any other Body.

  You can control if the velocity should be reset to zero on collision, by using
  the property `Body.stopVelocityOnCollide`.

  Stop the movement at any time by calling `Body.stopMovement`.

  You can optionally set a speed in pixels per second. If not specified it
  will use the current `Body.speed` value. If this is zero, the function will return false.

  Please note that due to browser timings you should allow for a variance in
  when the duration will actually expire. Depending on system it may be as much as
  +- 50ms. Also this method doesn't take into consideration any other forces acting
  on the Body, such as Gravity, drag or maxVelocity, all of which may impact the
  movement.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `duration` | integer |  | The duration of the movement, in ms.
  `speed` | integer | <optional> | The speed of the movement, in pixels per second. If not provided `Body.speed` is used.
  `direction` | integer | <optional> | The angle of movement. If not provided `Body.angle` is used.

  ##### Returns:

  boolean -

  True if the movement successfully started, otherwise false.

  Source - physics/arcade/Body.js, line 879

#### moveTo(duration, distance, direction) → {boolean}

  Note: This method is experimental, and may be changed or removed in a future release.

  This method moves the Body in the given direction, for the duration specified.
  It works by setting the velocity on the Body, and an internal distance counter.
  The distance is monitored each frame. When the distance equals the distance
  specified in this call, the movement is stopped, and the `Body.onMoveComplete`
  signal is dispatched.

  Movement also stops if the Body collides or overlaps with any other Body.

  You can control if the velocity should be reset to zero on collision, by using
  the property `Body.stopVelocityOnCollide`.

  Stop the movement at any time by calling `Body.stopMovement`.

  Please note that due to browser timings you should allow for a variance in
  when the distance will actually expire.

  Note: This method doesn't take into consideration any other forces acting
  on the Body, such as Gravity, drag or maxVelocity, all of which may impact the
  movement.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `duration` | integer |  | The duration of the movement, in ms.
  `distance` | integer |  | The distance, in pixels, the Body will move.
  `direction` | integer | <optional> | The angle of movement. If not provided `Body.angle` is used.

  ##### Returns:

  boolean -

  True if the movement successfully started, otherwise false.

  Source - physics/arcade/Body.js, line 953

#### onCeiling() → {boolean}

  Returns true if the top of this Body is in contact with either the world bounds or a tile.

  ##### Returns:

  boolean -

  True if in contact with either the world bounds or a tile.

  Source - physics/arcade/Body.js, line 1221

#### onFloor() → {boolean}

  Returns true if the bottom of this Body is in contact with either the world bounds or a tile.

  ##### Returns:

  boolean -

  True if in contact with either the world bounds or a tile.

  Source - physics/arcade/Body.js, line 1209

#### onWall() → {boolean}

  Returns true if either side of this Body is in contact with either the world bounds or a tile.

  ##### Returns:

  boolean -

  True if in contact with either the world bounds or a tile.

  Source - physics/arcade/Body.js, line 1233

#### <internal> postUpdate()

  Internal method.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - physics/arcade/Body.js, line 709

#### <internal> preUpdate()

  Internal method.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - physics/arcade/Body.js, line 552

#### render(context, body, color, filled)

  Render Sprite Body.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `context` | object |  |  | The context to render to.
  `body` | Phaser.Physics.Arcade.Body |  |  | The Body to render the info of.
  `color` | string | <optional> | 'rgba(0,255,0,0.4)' | color of the debug info to be rendered. (format is css color string).
  `filled` | boolean | <optional> | true | Render the objected as a filled (default, true) or a stroked (false)

  Source - physics/arcade/Body.js, line 1424

#### renderBodyInfo(body, x, y, color)

  Render Sprite Body Physics Data as text.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `body` | Phaser.Physics.Arcade.Body |  |  | The Body to render the info of.
  `x` | number |  |  | X position of the debug info to be rendered.
  `y` | number |  |  | Y position of the debug info to be rendered.
  `color` | string | <optional> | 'rgb(255,255,255)' | color of the debug info to be rendered. (format is css color string).

  Source - physics/arcade/Body.js, line 1470

#### reset(x, y)

  Resets all Body values (velocity, acceleration, rotation, etc)

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `x` | number | The new x position of the Body.
  `y` | number | The new y position of the Body.

  Source - physics/arcade/Body.js, line 1130

#### setCircle(radius, offsetX, offsetY)

  Sets this Body as using a circle, of the given radius, for all collision detection instead of a rectangle.
  The radius is given in pixels and is the distance from the center of the circle to the edge.

  You can also control the x and y offset, which is the position of the Body relative to the top-left of the Sprite.

  To change a Body back to being rectangular again call `Body.setSize`.

  Note: Circular collision only happens with other Arcade Physics bodies, it does not
  work against tile maps, where rectangular collision is the only method supported.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `radius` | number | <optional> | The radius of the Body in pixels. Pass a value of zero / undefined, to stop the Body using a circle for collision.
  `offsetX` | number | <optional> | The X offset of the Body from the Sprite position.
  `offsetY` | number | <optional> | The Y offset of the Body from the Sprite position.

  Source - physics/arcade/Body.js, line 1084

#### setSize(width, height, offsetX, offsetY)

  You can modify the size of the physics Body to be any dimension you need.
  This allows you to make it smaller, or larger, than the parent Sprite.
  You can also control the x and y offset of the Body. This is the position of the
  Body relative to the top-left of the Sprite texture.

  For example: If you have a Sprite with a texture that is 80x100 in size,
  and you want the physics body to be 32x32 pixels in the middle of the texture, you would do:

  `setSize(32, 32, 24, 34)`

  Where the first two parameters is the new Body size (32x32 pixels).
  24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34
  is the vertical offset.

  Calling `setSize` on a Body that has already had `setCircle` will reset all of the Circle
  properties, making this Body rectangular again.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `width` | number |  | The width of the Body.
  `height` | number |  | The height of the Body.
  `offsetX` | number | <optional> | The X offset of the Body from the top-left of the Sprites texture.
  `offsetY` | number | <optional> | The Y offset of the Body from the top-left of the Sprites texture.

  Source - physics/arcade/Body.js, line 1040

#### stopMovement(stopVelocity)

  If this Body is moving as a result of a call to `moveTo` or `moveFrom` (i.e. it
  has Body.isMoving true), then calling this method will stop the movement before
  either the duration or distance counters expire.

  The `onMoveComplete` signal is dispatched.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `stopVelocity` | boolean | <optional> | Should the Body.velocity be set to zero?

  Source - physics/arcade/Body.js, line 681

#### <internal> updateBounds()

  Internal method.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - physics/arcade/Body.js, line 508

#### <internal> updateMovement()

  Internal method.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - physics/arcade/Body.js, line 640