Phaser.Physics.Matter.Events.SLEEP

Understanding Phaser.Physics.Matter.Events.SLEEP

If you are developing a game in Phaser, you might be familiar with the Phaser.Physics.Matter.Events.SLEEP event. This event is triggered when a Matter.js body falls asleep, which happens when it has been stationary for a certain amount of time.

What is Matter.js?

Matter.js is a physics engine that is integrated with Phaser. It allows you to create realistic physics-based games by simulating the laws of physics. It provides a lot of features, including bodies, constraints, and collisions, that you can use to create your game.

What is the Phaser.Physics.Matter.Events.SLEEP event?

The Phaser.Physics.Matter.Events.SLEEP event is triggered when a Matter.js body falls asleep. When a body is stationary for a certain amount of time, it is considered to be asleep. This is done to save computational resources since the body is not moving and does not need to be updated every frame.

How to use the Phaser.Physics.Matter.Events.SLEEP event?

If you want to use this event in your Phaser game, you can add an event listener to your Matter world object:


var world = this.matter.world;

world.on('sleep', function(event) {
    // do something here
});

In the example above, we are adding an event listener to the world object's sleep event. When the event is triggered, the anonymous function will be executed. You can replace the comment with your own code to handle the event.

Alternatively, you can also use the Matter.js engine directly:


var engine = this.matter.engine;

Matter.Events.on(engine, 'sleepStart', function(event) {
    // do something here
});

In this example, we are using the Matter.js engine directly to add an event listener to the sleepStart event. When the event is triggered, the anonymous function will be executed. You can replace the comment with your own code to handle the event.

Conclusion

The Phaser.Physics.Matter.Events.SLEEP event is a useful feature to have in your Phaser game. It allows you to detect when a Matter.js body falls asleep, which can be used to optimize performance or trigger events in your game. By adding an event listener to the world object or using the Matter.js engine directly, you can handle this event in your game.

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