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Method constructor

packages/melonjs/src/physics/world.js:42–170  ·  view source on GitHub ↗

* @param {number} [x=0] - position of the container (accessible via the inherited pos.x property) * @param {number} [y=0] - position of the container (accessible via the inherited pos.y property) * @param {number} [width=Infinity] - width of the world container * @param {number} [height=Infini

(
		x = 0,
		y = 0,
		width = Infinity,
		height = Infinity,
		adapter = undefined,
	)

Source from the content-addressed store, hash-verified

40 * @param {PhysicsAdapter} [adapter] - physics adapter to use; defaults to a new {@link BuiltinAdapter} instance
41 */
42 constructor(
43 x = 0,
44 y = 0,
45 width = Infinity,
46 height = Infinity,
47 adapter = undefined,
48 ) {
49 // call the super constructor
50 super(x, y, width, height, true);
51
52 // world is the root container
53 this.name = "rootContainer";
54
55 // to mimic the previous behavior
56 this.anchorPoint.set(0, 0);
57
58 /**
59 * the application (game) this physic world belong to
60 * @type {Application}
61 */
62 this.app = undefined;
63
64 /**
65 * Identifier of the active physics adapter, taken from the
66 * adapter's `physicLabel` field at `Application` construction —
67 * `"builtin"` (default — `BuiltinAdapter`), `"matter"`
68 * (`@melonjs/matter-adapter`), or a third-party label.
69 * The reserved value `"none"` is set when physics is disabled via
70 * `physic: "none"` in `ApplicationSettings`; `World.step` skips
71 * the simulation entirely under that label, and the rest of the
72 * world container behaves like a pure scene graph.
73 *
74 * User code can branch on the value without importing the
75 * adapter class:
76 *
77 * ```ts
78 * if (app.world.physic === "matter") {
79 * // matter-only setup (constraints, native queries, …)
80 * }
81 * ```
82 * @see ApplicationSettings.physic
83 * @see PhysicsAdapter.physicLabel
84 * @type {string}
85 * @default "builtin"
86 * @example
87 * // disable physics entirely
88 * app.world.physic = "none";
89 */
90 this.physic = "builtin";
91
92 /**
93 * the rate at which the game world is updated,
94 * may be greater than or lower than the display fps
95 * @default 60
96 * @see timer.maxfps
97 */
98 this.fps = 60;
99

Callers

nothing calls this directly

Calls 7

createBroadphaseFunction · 0.90
onFunction · 0.90
initMethod · 0.65
clearMethod · 0.65
cloneMethod · 0.65
getBoundsMethod · 0.65
setMethod · 0.45

Tested by

no test coverage detected