Methods
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Blockly.JavaScript['collide_with_arrow_function'](block)
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Parameters:
Name Type Description block
Code Equivalent:
undefined
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Blockly.JavaScript['collide_with_world_bounds'](block)
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Parameters:
Name Type Description block
Code Equivalent:
undefined
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Blockly.JavaScript['is_body_touching'](block)
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Parameters:
Name Type Description block
Code Equivalent:
undefined
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check_collision(direction, collide)
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Enables/disables objects with physics enabled to collide with the world in the given direction.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description direction
direction to set the property for
collide
Boolean sets collision in the direction to true or false
Code Equivalent:
game.physics.arcade.checkCollision.direction = collide;
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check_overlap_procedure_field(object1, object2, functionName)
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Checks if two objects overlap, and calls the function if they are. No physics is applied.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object1
first object to check
object2
second object to check
functionName
function to call if the objects are overlapping
Code Equivalent:
game.physics.arcade.overlap(object1, object2, functionName, null, this);
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collide(object1, object2)
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Checks if two objects are colliding, and separates them if they are.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object1
first object to check
object2
second object to check
Code Equivalent:
game.physics.arcade.collide(object1, object2);
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collide_boolean(object1, object2)
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Checks if two objects are colliding, separates them if they are, and returns true/false.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object1
first object to check
object2
second object to check
Code Equivalent:
game.physics.arcade.collide(object1, object2)
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collide_function_field(object1, object2, functionName)
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Checks if two objects are colliding, separates them if they are, and calls the function.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object1
first object to check
object2
second object to check
functionName
function to call if the objects are colliding
Code Equivalent:
game.physics.arcade.collide(object1, object2, functionName);
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collide_with_world_bounds(object, collide)
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Enables/disables collision between an object and the bounds of the world.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object to set collision for
collide
Boolean enables/disables the collision
Code Equivalent:
object.body.collideWorldBounds = collide;
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collision_get_objects_at_location_function(group, x, y, functionName)
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Returns a list of objects from the group that are at the x/y location, calling the given function on the ones that are there.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description group
group to check
x
Number x location to check
y
Number y location to check
functionName
function to call
Code Equivalent:
game.physics.arcade.getObjectsAtLocation(x, y, group, functionName);
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get_objects_at_location(group, x, y)
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Returns a list of objects from the group that are at the x/y location.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description group
group to check
x
Number x location to check
y
Number y location to check
Code Equivalent:
game.physics.arcade.getObjectsAtLocation(x, y, group)
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get_objects_under_pointer(pointer, group)
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Returns a list of objects from the given group that are currently underneath the mouse pointer.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description pointer
mouse pointer to check
group
group to check
Code Equivalent:
game.physics.arcade.getObjectsUnderPointer(pointer, group)
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is_body_touching(object, direction)
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Returns true if something is touching the object in the specified direction.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object to check
direction
direction to check
Code Equivalent:
object.body.touching.direction
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overlap_boolean(object1, object2)
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Returns true/false if two objects are overlapping.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object1
first object to check
object2
second object to check
Code Equivalent:
game.physics.arcade.overlap(object1, object2)
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physics_intersects(lhs, rhs)
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Returns a Boolean if the two objects are intersecting. Checks for intersection of the object's bodies.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description lhs
object to check
rhs
object to check
Code Equivalent:
game.physics.arcade.intersects(lhs, rhs)