Optional
options:
BodyOptions
Protected
centered
is body centered
optimization for convex polygons
Readonly
destroy$
When Lifecycle Object is destroyed, it emits and closes this subject. Along with destroying his children, which in turn behave the same.
was the polygon modified and needs update in the next checkCollision
Readonly
gameParent GameObject is assigned at creation.
is it a convex polgyon as opposed to a hollow inside (concave) polygon
static bodies don't move but they collide
trigger bodies move but are like ghosts
Each Lifecycle Object has label for pixi debugging.
maximum x bound of body
maximum y bound of body
minimum x bound of body
minimum y bound of body
bodies are not reinserted during update if their bbox didnt move outside bbox + padding
Protected
pointsbackup of points used for scaling
Protected
Readonly
scalescale Vector of body
Optional
system
reference to collision system
Readonly
type
type of body
Readonly
update$
When Lifecycle Object is updated, it emits this subject. Along with updating his children, which in turn behave the same.
is polygon centered?
flag to set is polygon centered
allow approx getting of scale
allow easier setting of scale
allow exact getting of scale x - use setScale(x, y) to set
allow exact getting of scale y - use setScale(x, y) to set
updating this.pos.x by this.x = x updates AABB
updating this.pos.y by this.y = y updates AABB
Protected
getProtected
markProtected
retranslate
Protected
updateProtected
updateProtected
update
bounding box cache, without padding