melonjs 20.12.0 → 20.14.0

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Files changed (185) hide show
  1. package/README.md +66 -22
  2. package/build/application/application.d.ts +6 -1
  3. package/build/application/application.d.ts.map +1 -1
  4. package/build/application/header.d.ts.map +1 -1
  5. package/build/application/resize.d.ts.map +1 -1
  6. package/build/application/settings.d.ts +13 -8
  7. package/build/application/settings.d.ts.map +1 -1
  8. package/build/audio/audio.d.ts +8 -4
  9. package/build/audio/audio.d.ts.map +1 -1
  10. package/build/audio/backend/engine.d.ts.map +1 -1
  11. package/build/audio/playback.d.ts +2 -2
  12. package/build/audio/playback.d.ts.map +1 -1
  13. package/build/audio/spatial.d.ts.map +1 -1
  14. package/build/audio/types.d.ts +15 -5
  15. package/build/audio/types.d.ts.map +1 -1
  16. package/build/camera/camera2d.d.ts +12 -9
  17. package/build/camera/camera2d.d.ts.map +1 -1
  18. package/build/camera/camera3d.d.ts +11 -8
  19. package/build/camera/camera3d.d.ts.map +1 -1
  20. package/build/camera/effects/fade_effect.d.ts.map +1 -1
  21. package/build/geometries/ellipse.d.ts +3 -0
  22. package/build/geometries/ellipse.d.ts.map +1 -1
  23. package/build/geometries/line.d.ts.map +1 -1
  24. package/build/geometries/path2d.d.ts +9 -8
  25. package/build/geometries/path2d.d.ts.map +1 -1
  26. package/build/geometries/polygon.d.ts +2 -1
  27. package/build/geometries/polygon.d.ts.map +1 -1
  28. package/build/index.d.ts +14 -3
  29. package/build/index.d.ts.map +1 -1
  30. package/build/index.js +50215 -45051
  31. package/build/index.js.map +4 -4
  32. package/build/input/gamepad.d.ts.map +1 -1
  33. package/build/input/keyboard.d.ts.map +1 -1
  34. package/build/input/pointerevent.d.ts.map +1 -1
  35. package/build/level/gltf/GLTFModel.d.ts.map +1 -1
  36. package/build/level/level.d.ts.map +1 -1
  37. package/build/level/tiled/TMXLayer.d.ts +50 -15
  38. package/build/level/tiled/TMXLayer.d.ts.map +1 -1
  39. package/build/level/tiled/TMXTileMap.d.ts +14 -4
  40. package/build/level/tiled/TMXTileMap.d.ts.map +1 -1
  41. package/build/level/tiled/TMXTileset.d.ts.map +1 -1
  42. package/build/level/tiled/TMXUtils.d.ts.map +1 -1
  43. package/build/level/tiled/renderer/TMXHexagonalRenderer.d.ts.map +1 -1
  44. package/build/level/tiled/renderer/TMXIsometricRenderer.d.ts.map +1 -1
  45. package/build/level/tiled/renderer/TMXObliqueRenderer.d.ts +1 -0
  46. package/build/level/tiled/renderer/TMXObliqueRenderer.d.ts.map +1 -1
  47. package/build/level/tiled/renderer/TMXOrthogonalRenderer.d.ts.map +1 -1
  48. package/build/level/tiled/renderer/TMXRenderer.d.ts +7 -3
  49. package/build/level/tiled/renderer/TMXRenderer.d.ts.map +1 -1
  50. package/build/level/tiled/renderer/TMXStaggeredRenderer.d.ts.map +1 -1
  51. package/build/lighting/light3d.d.ts +55 -0
  52. package/build/lighting/light3d.d.ts.map +1 -1
  53. package/build/loader/cache.d.ts +146 -97
  54. package/build/loader/cache.d.ts.map +1 -1
  55. package/build/loader/internal-types.d.ts +69 -0
  56. package/build/loader/internal-types.d.ts.map +1 -0
  57. package/build/loader/loader.d.ts +589 -253
  58. package/build/loader/loader.d.ts.map +1 -1
  59. package/build/loader/parsers/audio.d.ts.map +1 -1
  60. package/build/loader/parsers/fontface.d.ts.map +1 -1
  61. package/build/loader/parsers/gltf.d.ts.map +1 -1
  62. package/build/loader/parsers/tmx.d.ts.map +1 -1
  63. package/build/math/color.d.ts +4 -0
  64. package/build/math/color.d.ts.map +1 -1
  65. package/build/math/math.d.ts +6 -1
  66. package/build/math/math.d.ts.map +1 -1
  67. package/build/math/noise.d.ts +16 -16
  68. package/build/math/noise.d.ts.map +1 -1
  69. package/build/math/observableVector2d.d.ts +6 -6
  70. package/build/math/observableVector2d.d.ts.map +1 -1
  71. package/build/math/observableVector3d.d.ts +8 -8
  72. package/build/math/observableVector3d.d.ts.map +1 -1
  73. package/build/particles/emitter.d.ts +15 -3
  74. package/build/particles/emitter.d.ts.map +1 -1
  75. package/build/particles/particle.d.ts +6 -0
  76. package/build/particles/particle.d.ts.map +1 -1
  77. package/build/particles/settings.d.ts +22 -5
  78. package/build/particles/settings.d.ts.map +1 -1
  79. package/build/physics/adapter.d.ts +64 -25
  80. package/build/physics/adapter.d.ts.map +1 -1
  81. package/build/physics/builtin/body.d.ts +23 -4
  82. package/build/physics/builtin/body.d.ts.map +1 -1
  83. package/build/physics/builtin/builtin-adapter.d.ts +25 -3
  84. package/build/physics/builtin/builtin-adapter.d.ts.map +1 -1
  85. package/build/physics/builtin/detector.d.ts.map +1 -1
  86. package/build/physics/builtin/raycast.d.ts.map +1 -1
  87. package/build/physics/world.d.ts +40 -10
  88. package/build/physics/world.d.ts.map +1 -1
  89. package/build/renderable/container.d.ts +41 -6
  90. package/build/renderable/container.d.ts.map +1 -1
  91. package/build/renderable/draggable.d.ts.map +1 -1
  92. package/build/renderable/frameAnimation.d.ts.map +1 -1
  93. package/build/renderable/instanced_mesh.d.ts +16 -14
  94. package/build/renderable/instanced_mesh.d.ts.map +1 -1
  95. package/build/renderable/mesh.d.ts +62 -5
  96. package/build/renderable/mesh.d.ts.map +1 -1
  97. package/build/renderable/renderable.d.ts.map +1 -1
  98. package/build/renderable/sprite.d.ts +4 -2
  99. package/build/renderable/sprite.d.ts.map +1 -1
  100. package/build/renderable/text/bitmaptext.d.ts +12 -3
  101. package/build/renderable/text/bitmaptext.d.ts.map +1 -1
  102. package/build/renderable/text/text.d.ts +147 -4
  103. package/build/renderable/text/text.d.ts.map +1 -1
  104. package/build/renderable/text/textmetrics.d.ts +10 -2
  105. package/build/renderable/text/textmetrics.d.ts.map +1 -1
  106. package/build/renderable/text/textstyle.d.ts.map +1 -1
  107. package/build/renderable/trigger.d.ts +5 -0
  108. package/build/renderable/trigger.d.ts.map +1 -1
  109. package/build/renderable/ui/panelpaint.d.ts +5 -1
  110. package/build/renderable/ui/panelpaint.d.ts.map +1 -1
  111. package/build/renderable/ui/progressbar.d.ts +267 -95
  112. package/build/renderable/ui/progressbar.d.ts.map +1 -1
  113. package/build/renderable/ui/uibaseelement.d.ts +443 -50
  114. package/build/renderable/ui/uibaseelement.d.ts.map +1 -1
  115. package/build/renderable/ui/uicheckbox.d.ts +383 -0
  116. package/build/renderable/ui/uicheckbox.d.ts.map +1 -0
  117. package/build/renderable/ui/uifocus.d.ts +6 -0
  118. package/build/renderable/ui/uifocus.d.ts.map +1 -0
  119. package/build/renderable/ui/uilabel.d.ts +31 -0
  120. package/build/renderable/ui/uilabel.d.ts.map +1 -0
  121. package/build/renderable/ui/uipanel.d.ts +589 -116
  122. package/build/renderable/ui/uipanel.d.ts.map +1 -1
  123. package/build/renderable/ui/uiskin.d.ts +25 -0
  124. package/build/renderable/ui/uiskin.d.ts.map +1 -0
  125. package/build/renderable/ui/uislider.d.ts +518 -0
  126. package/build/renderable/ui/uislider.d.ts.map +1 -0
  127. package/build/renderable/ui/uispriteelement.d.ts +161 -85
  128. package/build/renderable/ui/uispriteelement.d.ts.map +1 -1
  129. package/build/renderable/ui/uitextbutton.d.ts +369 -63
  130. package/build/renderable/ui/uitextbutton.d.ts.map +1 -1
  131. package/build/state/stage.d.ts.map +1 -1
  132. package/build/system/device.d.ts +11 -2
  133. package/build/system/device.d.ts.map +1 -1
  134. package/build/system/fullscreen.d.ts.map +1 -1
  135. package/build/system/pool.d.ts.map +1 -1
  136. package/build/system/save.d.ts +2 -1
  137. package/build/system/save.d.ts.map +1 -1
  138. package/build/tweens/tween.d.ts +5 -2
  139. package/build/tweens/tween.d.ts.map +1 -1
  140. package/build/utils/fetchdata.d.ts.map +1 -1
  141. package/build/utils/utils.d.ts.map +1 -1
  142. package/build/video/canvas/canvas_renderer.d.ts +16 -19
  143. package/build/video/canvas/canvas_renderer.d.ts.map +1 -1
  144. package/build/video/canvas_factory.d.ts.map +1 -1
  145. package/build/video/effects/shadereffect.d.ts +127 -0
  146. package/build/video/effects/shadereffect.d.ts.map +1 -1
  147. package/build/video/renderer.d.ts +20 -4
  148. package/build/video/renderer.d.ts.map +1 -1
  149. package/build/video/renderstate.d.ts +26 -3
  150. package/build/video/renderstate.d.ts.map +1 -1
  151. package/build/video/utils/tessellation.d.ts +11 -0
  152. package/build/video/utils/tessellation.d.ts.map +1 -1
  153. package/build/video/webgl/batchers/lit_mesh_batcher.d.ts.map +1 -1
  154. package/build/video/webgl/webgl_renderer.d.ts +3 -6
  155. package/build/video/webgl/webgl_renderer.d.ts.map +1 -1
  156. package/build/video/webgpu/batchers/lit_mesh_batcher.d.ts.map +1 -1
  157. package/build/video/webgpu/batchers/primitive_batcher.d.ts.map +1 -1
  158. package/build/video/webgpu/webgpu_renderer.d.ts +3 -6
  159. package/build/video/webgpu/webgpu_renderer.d.ts.map +1 -1
  160. package/package.json +1 -1
  161. package/skills/melonjs/SKILL.md +41 -17
  162. package/skills/melonjs-20-migration/SKILL.md +50 -7
  163. package/skills/melonjs-3d/SKILL.md +138 -38
  164. package/skills/melonjs-3d-assets/SKILL.md +83 -33
  165. package/skills/melonjs-audio/SKILL.md +62 -19
  166. package/skills/melonjs-camera-and-drawing/SKILL.md +135 -8
  167. package/skills/melonjs-deployment/SKILL.md +92 -14
  168. package/skills/melonjs-display-and-scaling/SKILL.md +8 -3
  169. package/skills/melonjs-effects-and-shaders/SKILL.md +47 -15
  170. package/skills/melonjs-events/SKILL.md +6 -3
  171. package/skills/melonjs-getting-started/SKILL.md +6 -2
  172. package/skills/melonjs-input/SKILL.md +102 -16
  173. package/skills/melonjs-lighting/SKILL.md +13 -1
  174. package/skills/melonjs-loading-assets/SKILL.md +255 -39
  175. package/skills/melonjs-math/SKILL.md +26 -8
  176. package/skills/melonjs-particles-and-trails/SKILL.md +77 -9
  177. package/skills/melonjs-performance/SKILL.md +18 -8
  178. package/skills/melonjs-physics/SKILL.md +435 -128
  179. package/skills/melonjs-plugins/SKILL.md +50 -11
  180. package/skills/melonjs-renderables/SKILL.md +31 -7
  181. package/skills/melonjs-renderer-backends/SKILL.md +38 -17
  182. package/skills/melonjs-scenes-and-state/SKILL.md +45 -5
  183. package/skills/melonjs-sprites-and-animation/SKILL.md +37 -2
  184. package/skills/melonjs-tilemaps/SKILL.md +149 -17
  185. package/skills/melonjs-ui-and-text/SKILL.md +674 -42
@@ -1,12 +1,12 @@
1
1
  ---
2
2
  name: melonjs-physics
3
- description: "Use this skill for collision, physics bodies, movement, and spatial queries in melonJS — the built-in SAT world and the planck/matter adapters. Covers bodyDef vs Body, collision types and masks, the collision callback family and their firing rules, raycast/queryAABB/querySphere, the behaviour differences between adapters, and which one to pick for a given game. Triggers on: which physics engine, choosing an adapter, rotation collision, rotating body, torque, joints, stacking, Body, bodyDef, collision, collisionType, collisionMask, onCollision, onCollisionStart, onCollisionActive, raycast, queryAABB, querySphere, PlanckAdapter, MatterAdapter, gravity, velocity, applyForce, isGrounded, SAT."
3
+ description: "Use this skill for collision, physics bodies, movement, and spatial queries in melonJS — the built-in SAT world and the planck, matter and Rapier adapters. Covers bodyDef vs Body, collision types and masks, the collision callback family and their firing rules, raycast/queryAABB/querySphere, the behaviour differences between adapters, and which one to pick for a given game. Triggers on: which physics engine, choosing an adapter, switching adapters, setAdapter, PhysicsAdapterClass, create, rotation collision, rotating body, torque, joints, stacking, Body, bodyDef, collision, collisionType, collisionMask, onCollision, onCollisionStart, onCollisionActive, raycast, queryAABB, querySphere, raycast3d, PlanckAdapter, MatterAdapter, RapierAdapter, rapier2d, enableCcd, gravity, velocity, applyForce, isGrounded, isSensor, isTrigger, onShapeCollisionStart, kinematic, subSteps, pixelsPerMeter, Box3d, Sphere, getBodyShapes, hitbox offset, slope, SAT."
4
4
  license: MIT
5
5
  ---
6
6
 
7
7
  # Physics and collision
8
8
 
9
- > melonJS has a built-in SAT collision world and two optional rigid-body
9
+ > melonJS has a built-in SAT collision world and three optional rigid-body
10
10
  > adapters. Movement, collision callbacks and spatial queries all behave
11
11
  > differently depending on which is active — and several of the differences fail
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  > silently.
@@ -18,6 +18,7 @@ license: MIT
18
18
  | **built-in** (default) | Arcade-style: platformers, top-down games. Fast, position-based, not Newtonian. |
19
19
  | **`@melonjs/planck-adapter`** | Full rigid-body dynamics — stacking, joints, realistic restitution. |
20
20
  | **`@melonjs/matter-adapter`** | Same class of thing, backed by matter-js. |
21
+ | **`@melonjs/rapier2d-adapter`** | Same again, backed by Rapier compiled to WebAssembly: many bodies, per-body continuous collision, a character controller. Loaded asynchronously. |
21
22
 
22
23
  ### Picking one
23
24
 
@@ -57,22 +58,50 @@ push-out, or you are shipping to a tight bundle budget. Tiled maps, `Trigger`
57
58
  and `Collectable` all work on every backend, so this is not a fork in the road
58
59
  for level content.
59
60
 
60
- **planck or matter?** Both are real rigid-body engines and either will do; the
61
- adapters expose the same portable API, so a game can switch with an import
62
- change and a gravity re-tune.
61
+ **planck, matter or Rapier?** All three are real rigid-body engines and any
62
+ will do; the adapters expose the same portable API, so a game can switch with
63
+ an import change and a gravity re-tune.
63
64
 
64
65
  - **planck** (a Box2D port) is the more accurate and the more predictable under
65
- stress: better stacking, better joint behaviour, a continuous-collision
66
- `bullet` mode for fast movers. It works in **metres**, so it has a
67
- `pixelsPerMeter` scale to think about, and its tuning vocabulary is Box2D's.
66
+ stress: better stacking, better joint behaviour, continuous collision for
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+ fast movers. Box2D's `bullet` mode is not a `bodyDef` field: set it on the
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+ native body with `(this.body as PlanckAdapter.Body).setBullet(true)`. It
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+ works in **metres**, so it has a `pixelsPerMeter` scale to think about, and
70
+ its tuning vocabulary is Box2D's.
68
71
  - **matter-js** works directly in **pixels**, which makes it the gentler
69
72
  introduction, and its compound bodies and constraints are pleasant to author.
70
- It is the softer solver: stacks settle less crisply and fast bodies need
71
- `subSteps`.
72
-
73
- If you have no preference and the game leans on stacking, joints or fast
74
- projectiles, take planck. If you want to be up and running with the least
75
- conversion to think about, take matter.
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+ It is the softer solver: stacks settle less crisply, and it has no continuous
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+ collision, so fast bodies need `subSteps`.
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+ - **Rapier** (`@melonjs/rapier2d-adapter`) is a Rust engine compiled to
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+ WebAssembly. It handles many bodies at once, has continuous collision per
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+ body for fast projectiles (`(this.body as RapierAdapter.Body).enableCcd(true)`),
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+ a kinematic character controller, and simulates a concave polygon exactly.
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+ It works in **metres** like planck, with the same `pixelsPerMeter`. The cost
80
+ is the download: about 3 MB of WebAssembly, fetched and compiled on demand,
81
+ so the adapter must be made with `await RapierAdapter.create()`.
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+
83
+ **By game type**, the same choice from the other end:
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+
85
+ | game | adapter | why |
86
+ |---|---|---|
87
+ | tile platformer, jumps authored as curves | built-in | movement is designed, not simulated; a body resting on flat static ground is exact to the pixel |
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+ | platformer with slopes the player stands still on | any rigid-body adapter | the built-in has no surface friction, so a body on an incline slides down it. Walking up one is your own code on matter and planck (the `platformer-matter` example snaps its player onto sensor slopes); Rapier's character controller does it, through Rapier's own API, not the portable one |
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+ | platformer with moving platforms that carry the player | planck or Rapier | true kinematic bodies, moved by their velocity; the built-in and matter build a dynamic body for `kinematic` |
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+ | top-down RPG or adventure, grid or tile puzzle | built-in | collision is "did these touch" plus a push-out; no dependency, smallest bundle |
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+ | shoot-'em-up, bullet hell | built-in | bullets need detection, not a physical response |
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+ | 2.5D with height: isometric, beat-'em-up lanes | built-in only | the only backend that takes `Box3d` and `Sphere`; the 2D engines refuse them |
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+ | fighting game or brawler, hitboxes and hurtboxes on one body | built-in, planck or Rapier | matter ignores a shape's own `collisionType`, `collisionMask` and `isTrigger` |
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+ | stacking, towers, catapult and destruction puzzles | planck, or Rapier for many pieces | an iterative solver keeps a pile crisp; Rapier is built for many bodies at once |
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+ | pool, billiards, mini-golf: few bodies, a capped top speed | any rigid-body adapter, matter included | give matter enough `subSteps` that a ball moves less than its radius per sub-step: the `pool-matter` example's break, about 30 px a frame on 16 px balls, runs on 2 |
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+ | pinball, physical bullets: bodies much faster than their own size, with no useful cap | planck or Rapier | continuous collision (planck's `setBullet`, Rapier's `enableCcd`); matter has none, and each sub-step is a full extra solve |
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+ | vehicles, ragdolls, ropes, chains | planck or Rapier | joint solvers; on every adapter a joint is made through the engine's own API |
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+ | casual physics toy, prototype, game jam | matter | it works in pixels, so there is nothing to convert; its softer stacking does not show |
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+ | sandbox with lots of debris | Rapier | many bodies at once, concave pieces simulated exactly |
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+ | playable ad, size-capped portal, instant load | built-in, not Rapier | Rapier downloads and compiles about 3 MB of WebAssembly |
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+
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+ One game can use more than one: `world.setAdapter()` swaps the backend between
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+ screens, so a platformer on the built-in can run a physics mini-game on planck
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+ (see [Switching adapters while the game runs](#switching-adapters-while-the-game-runs)).
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77
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  An adapter is an `Application` setting, not a plugin:
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@@ -81,7 +110,7 @@ import { PlanckAdapter } from "@melonjs/planck-adapter";
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82
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  const app = new Application(800, 600, {
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  parent: "screen",
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- physic: new PlanckAdapter({
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+ physic: await PlanckAdapter.create({
85
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  gravity: { x: 0, y: 320 }, // pixels/s², default {x: 0, y: 320}
86
115
  pixelsPerMeter: 32, // default 32
87
116
  subSteps: 2, // default 1
@@ -90,14 +119,45 @@ const app = new Application(800, 600, {
90
119
  await app.init();
91
120
  ```
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121
 
122
+ **Make an adapter with `await X.create(options)`.** Every adapter class has
123
+ the same static pair (`PhysicsAdapterClass`): `load()` resolves once the
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+ adapter can be built, and `create()` waits for it, then constructs. The
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+ builtin, matter and planck adapters are plain JavaScript, so their `load()`
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+ resolves at once and `new X(options)` is equivalent and still supported; an
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+ adapter whose engine is WebAssembly downloads and compiles it in `load()`, and
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+ only `create()` works for it without a prior `load()`. Write `create()` and
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+ the code is the same for every adapter.
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+
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+ The Rapier adapter is that case. `new RapierAdapter()` before its `load()` has
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+ finished throws "Rapier is not loaded yet"; `RapierAdapter.loaded` says
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+ whether it has. `load()` returns one shared promise, so start it early and the
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+ download runs alongside the game's own assets:
135
+
136
+ ```js
137
+ const rapierReady = RapierAdapter.load(); // starts the download now
138
+ await loader.preload(assets);
139
+ await rapierReady;
140
+ app.world.setAdapter(new RapierAdapter());
141
+ ```
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+
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143
  `PlanckAdapter` also takes `velocityIterations` (default `8`) and
94
144
  `positionIterations` (default `3`). `MatterAdapter` takes a different set —
95
145
  `gravity` (default `{x: 0, y: 1}`, matter's own convention), `subSteps` and
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146
  `matterEngineOptions`; it has no `pixelsPerMeter` because it already works in
97
- pixels. `subSteps` is the anti-tunnelling knob when per-frame motion exceeds a
98
- body radius. Pick **one** adapter per game; `physic: "none"` disables physics
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- entirely — `world.step` skips the simulation and the world behaves as a pure
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- scene graph.
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+ pixels. `RapierAdapter` takes `gravity` (pixels/s², default `{x: 0, y: 320}`),
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+ `pixelsPerMeter` (default `32`) and `subSteps` (default `1`); Rapier's own
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+ solver settings stay writable on `adapter.world.integrationParameters`.
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+
151
+ `subSteps` is the anti-tunnelling knob when per-frame motion exceeds a body
152
+ radius. matter and planck clear forces after every sub-step, so a force applied
153
+ once per frame acts on the first sub-step only: raising `subSteps` weakens
154
+ every `applyForce`, and forces need re-tuning after it changes. Rapier keeps a
155
+ force for the whole frame, across every sub-step, so its forces do not change.
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+
157
+ Pick **one** adapter per game (it can be switched later, see
158
+ [Switching adapters while the game runs](#switching-adapters-while-the-game-runs));
159
+ `physic: "none"` disables physics entirely — `world.step` skips the simulation
160
+ and the world behaves as a pure scene graph.
101
161
 
102
162
  **Gravity is a different unit in every backend, and the defaults are NOT the
103
163
  same speed.** Each is "Earth-like" in its own convention, but measured against
@@ -105,19 +165,22 @@ each other by timing a 200px free fall in one scene:
105
165
 
106
166
  | backend | default | unit | measured fall |
107
167
  |---|---|---|---|
108
- | built-in | `0.98` | per FRAME, integrated against `timer.tick` | **~4450 px/s²** |
168
+ | built-in | `0.98` | pixels per STEP², 60 steps a second | **~3600 px/s²** |
109
169
  | matter | `{x: 0, y: 1}` | matter's own, after its internal `gravity.scale` | **~900 px/s²** |
110
170
  | planck | `320` | pixels per second² | **~330 px/s²** |
171
+ | rapier | `320` | pixels per second², as planck | **~320 px/s²** |
111
172
 
112
- That is a **thirteenfold spread**, so swapping the built-in world for an adapter
113
- and keeping everything else the same makes the whole game feel different. It is
114
- not a bug in either one: they simply do not share a unit.
173
+ That is a roughly **elevenfold spread**, so swapping the built-in world for an
174
+ adapter and keeping everything else the same makes the whole game feel
175
+ different. It is not a bug in either one: they simply do not share a unit.
115
176
 
116
- To match a backend you are porting FROM, pick a target in px/s² and convert:
117
- planck takes it directly; matter takes `target / 900`; the built-in takes
118
- `target / 4450 * 0.98`, because it applies gravity per frame rather than per
119
- second. Passing one number to two of them compares nothing: hand planck
120
- matter's `{x: 0, y: 1}` and it runs at a three-hundredth of Earth gravity.
177
+ To match a backend you are porting FROM, pick a target in px/s² and convert,
178
+ scaling each default by its measured fall: planck and Rapier take it directly;
179
+ matter takes `target / 900`; the built-in takes `0.98 * target / 3600`,
180
+ because it applies gravity per step, 60 steps a second, rather than per
181
+ second. Passing one number to two of them compares nothing:
182
+ hand planck matter's `{x: 0, y: 1}` and it runs at a three-hundredth of Earth
183
+ gravity.
121
184
 
122
185
  That mistake is quiet and it does not look like a gravity problem. Bodies fall
123
186
  slowly enough that a spawner keeping a fixed interval starts constructing them
@@ -128,7 +191,35 @@ shapes permanently fused at rest, which reads as a broken collision shape
128
191
  rather than as a bad gravity constant. Spawn clear of anything already there.
129
192
 
130
193
  `world.physic` carries the active adapter's label (`"builtin"`, `"planck"`,
131
- `"matter"`, `"none"`), so game code can branch without importing the class.
194
+ `"matter"`, `"rapier"`, `"none"`), so game code can branch without importing
195
+ the class.
196
+
197
+ ### Switching adapters while the game runs
198
+
199
+ `world.adapter` is read-only. `app.world.setAdapter(adapter)` replaces it, for
200
+ example to move from planck to matter between two screens:
201
+
202
+ ```ts
203
+ import { MatterAdapter } from "@melonjs/matter-adapter";
204
+
205
+ app.world.setAdapter(await MatterAdapter.create({ gravity: { x: 0, y: 1 } }));
206
+ ```
207
+
208
+ The old adapter is destroyed, and the new one builds every body in the world
209
+ again from its renderable's `bodyDef`, where the renderable stands.
210
+ `world.physic` takes the new adapter's label.
211
+
212
+ - Nothing else carries over: velocities, forces, contacts and joints start
213
+ from rest, and gravity is the new adapter's own, in its own unit (see the
214
+ table above).
215
+ - A body added with a direct `adapter.addBody()` call rather than a `bodyDef`
216
+ is not built again. A legacy `Body` without a `bodyDef` works on the
217
+ built-in adapter only.
218
+ - Called from a collision handler, the swap waits for the end of the physics
219
+ step, so `world.adapter` is still the old adapter for the rest of that
220
+ handler.
221
+ - Code that kept the old adapter in a field (`this.adapter = app.world.adapter`)
222
+ must read `app.world.adapter` again after the swap.
132
223
 
133
224
  ## Two ways to declare a body
134
225
 
@@ -152,27 +243,48 @@ class Player extends Sprite {
152
243
  The engine forwards it to the active adapter when the renderable is added with
153
244
  `Container.addChild`, and only if that container is already attached to the root
154
245
  world; the broadphase picks the renderable up on the next `world.update()`.
246
+ Nesting is fine: adding a container registers the body of every renderable
247
+ below it, at any depth, and removing it — destroyed, pooled or kept alive —
248
+ takes them all out again, so moving a whole group with `other.addChild(group)`
249
+ keeps each body simulated, once. A persistent container's children keep their
250
+ bodies through `world.reset()` (a state change or `level.load`).
155
251
  Calling `adapter.addBody()` yourself registers the body but leaves the
156
- renderable out of the scene graph, so it integrates but never collides.
157
-
158
- **`fixedRotation` follows the engine, so bodies rotate.** Both matter and
159
- planck default it to `false`, and so do the adapters from matter-adapter 1.4.0
160
- and planck-adapter 1.5.0. Pass `fixedRotation: true` for anything that must
252
+ renderable out of the scene graph. On the built-in adapter that body is then
253
+ outside the broadphase, so it never collides, and it does not move either
254
+ unless the renderable has `alwaysUpdate` set. On matter, planck and Rapier the
255
+ body is in the engine's world and collides, but its renderable is never drawn.
256
+
257
+ `type` is `"static"`, `"dynamic"` or `"kinematic"`, but only planck and Rapier
258
+ have a kinematic body: moved by its velocity (`setVelocity`), not by gravity.
259
+ The built-in and matter adapters build `"kinematic"` as a dynamic body, which
260
+ falls under gravity. For a moving platform that works on every backend, use
261
+ `type: "static"` and move it with `app.world.adapter.setPosition()`.
262
+
263
+ **`fixedRotation` follows the engine, so bodies rotate.** matter, planck and
264
+ Rapier all default it to `false`, and so do their adapters (from matter-adapter
265
+ 1.4.0 and planck-adapter 1.5.0). Pass `fixedRotation: true` for anything that must
161
266
  stay upright, such as a platformer actor. Earlier adapter versions locked
162
267
  rotation unless told otherwise, which inverted the engine they wrap: bodies
163
268
  landed holding whatever angle they were given and no collision could turn them,
164
269
  while `setAngle()` still worked, so a body could look rotated while being
165
270
  unable to rotate.
166
271
 
167
- `frictionAir` damps **rotation as well as translation** on both adapters, so
272
+ `frictionAir` damps **rotation as well as translation** on matter, planck and
273
+ Rapier, so
168
274
  it is also what settles a spin. Left at `0` a body that starts turning never
169
- stops, which only became visible once rotation stopped being locked.
275
+ stops, which only became visible once rotation stopped being locked. The same
276
+ holds for `adapter.setFrictionAir()` at runtime (on planck, from
277
+ planck-adapter 1.7.0).
170
278
 
171
279
  Other portable `bodyDef` fields: `density`, `frictionAir` (number or `{x, y}`),
172
280
  `friction`, `restitution`, `gravityScale`, `maxVelocity`, `fixedRotation`,
173
- `isSensor`, `userData`. Not every adapter honours every one — the built-in
174
- adapter ignores `friction`, `fixedRotation` and `userData`, and maps
175
- `frictionAir` onto its per-axis `body.friction` damping vector.
281
+ `isSensor`, `userData`. Not every adapter honours every one. The built-in
282
+ adapter ignores `friction` and `fixedRotation`, and no adapter reads
283
+ `userData`. The built-in maps `frictionAir` onto its per-axis `body.friction`
284
+ vector, a per-step deceleration in pixels rather than the damping the adapters
285
+ use (a fraction per step on matter, a rate per second on planck and Rapier), so
286
+ the same number is not the same drag. The adapters average an `{x, y}` value
287
+ into one.
176
288
 
177
289
  **`new Body(this, shape)`** — the built-in-native API. Fine, but ties the entity
178
290
  to the built-in world.
@@ -180,8 +292,11 @@ to the built-in world.
180
292
  ### Per-shape filtering and triggers
181
293
 
182
294
  A shape in `shapes` may carry its own `collisionType`, `collisionMask`,
183
- `isTrigger` (default `false`) and `isActive` (default `true`). A shape can only
184
- **narrow** what its body allows — the body's type/mask are checked first.
295
+ `isTrigger` (default `false`) and `isActive` (default `true`). On the built-in
296
+ adapter a shape can only **narrow** what its body allows: the body's type/mask
297
+ are checked first. On planck and Rapier a shape's own `collisionType` /
298
+ `collisionMask` replace the body's for that shape, so they can widen it too.
299
+ matter filters per body and ignores them.
185
300
 
186
301
  ```js
187
302
  const feet = new Rect(0, 24, 32, 8);
@@ -192,10 +307,19 @@ torso.isTrigger = true; // detects hits, never gets pushed by them
192
307
  ```
193
308
 
194
309
  `isActive: false` removes the shape from the narrow phase *and* from raycasts
195
- without shrinking the body's bounds. Honoured by the built-in and planck
196
- adapters; the matter adapter filters per body and ignores them. Under planck the
197
- body-wide setters (`setCollisionType` / `setCollisionMask` / `setSensor`) write
198
- every fixture and so overwrite per-shape values.
310
+ without shrinking the body's bounds, on every backend. matter, planck and
311
+ Rapier read it only when the body is built, so after changing it call
312
+ `app.world.adapter.updateShape(renderable, renderable.bodyDef.shapes)`, which
313
+ works on every adapter. On those three `updateShape()` builds a new body: its
314
+ velocity carries over, its angle and any joints do not. The built-in also
315
+ reads `isActive` live, from the shapes the body holds; those are not always
316
+ the ones you authored, since a `Rect` is stored as a converted `Polygon`, so
317
+ toggle `body.getShape(i)` there.
318
+
319
+ `isTrigger` works on the built-in, planck and Rapier; matter ignores it, as it
320
+ does the per-shape filter. Under planck and Rapier the body-wide setters
321
+ (`setCollisionType` / `setCollisionMask` / `setSensor`) write every shape and
322
+ so overwrite per-shape values.
199
323
 
200
324
  For contacts reported per *shape pair* rather than per body pair, define
201
325
  `onShapeCollisionStart` / `onShapeCollisionActive` / `onShapeCollisionEnd`.
@@ -216,7 +340,7 @@ from `bodyDef.shapes` with `id` naming the body to read:
216
340
  this.bodyDef = { type: "dynamic", shapes: "shapes", id: "hotdog" };
217
341
  ```
218
342
 
219
- This works identically on the built-in, matter and planck adapters — the file is
343
+ This works identically on every adapter — the file is
220
344
  resolved into real shapes before any adapter is handed the definition. Circles
221
345
  and polygons both load, and a concave outline (exported already decomposed into
222
346
  convex pieces) becomes one `Polygon` per piece.
@@ -224,8 +348,9 @@ convex pieces) becomes one `Polygon` per piece.
224
348
  The density, friction and bounce the shapes were authored with are carried onto
225
349
  the body definition too, each honoured by whichever backends support it — the
226
350
  built-in adapter ignores contact `friction`, as it does for a hand-written
227
- definition. The format carries these per fixture, but only planck could honour
228
- that, so they reduce onto the body and a file whose fixtures disagree warns. An
351
+ definition. The format carries these per fixture, but the built-in and matter
352
+ cannot honour that, so they reduce onto the body and a file whose fixtures
353
+ disagree warns. An
229
354
  explicit field on the definition always wins:
230
355
 
231
356
  ```js
@@ -252,23 +377,39 @@ built-in-only spelling of this and are deprecated since 20.7.0.
252
377
 
253
378
  ### Which shapes each backend can actually simulate
254
379
 
255
- | shape | builtin | matter | planck |
256
- |---|---|---|---|
257
- | `Rect`, `Polygon` | exact | exact | exact, up to 12 vertices |
258
- | `RoundRect` | exact | exact (decomposed) | sampled down to 12 vertices |
259
- | `Ellipse` | exact | circle of the average radius | circle of the average radius |
260
- | `Line` | exact | thin quad along the segment | thin quad along the segment |
261
- | `Box3d`, `Sphere` | exact, and in 3D | **throws** | **throws** |
262
- | `Point` | supported | **throws** | **throws** |
380
+ | shape | builtin | matter | planck | rapier |
381
+ |---|---|---|---|---|
382
+ | `Rect` | exact | exact | exact | exact |
383
+ | convex `Polygon` | exact | exact | exact, up to 12 vertices | exact, all its points |
384
+ | concave `Polygon` | **wrong**: SAT is convex-only | exact, split into convex parts | its convex hull | exact, as triangles |
385
+ | `RoundRect` | exact | exact | sampled down to 12 vertices | exact, all its points |
386
+ | `Ellipse` | exact | circle of the average radius | circle of the average radius | circle of the average radius |
387
+ | `Line` | exact | thin quad along the segment | thin quad along the segment | exact segment on a static or kinematic body, thin quad on a dynamic one |
388
+ | `Box3d`, `Sphere` | exact, and in 3D | **throws** | **throws** | **throws** |
389
+ | `Point` | supported | **throws** | **throws** | **throws** |
263
390
 
264
391
  Two of those are worth knowing before you author geometry. Box2D caps a
265
392
  polygon's vertex count and says nothing when you go over: measured, a
266
393
  16-point outline comes back with 12 vertices and a 36-point one collapses
267
394
  from 70x36 to 47x18. A `RoundRect` carries 36 points, four corners of nine
268
395
  arc segments each, so it is the usual way to meet that cap; the adapter now
269
- samples it down and keeps the extent. Anything the 2D backends cannot express
270
- is refused loudly on both, rather than leaving a body with no collision
271
- geometry that silently never collides.
396
+ samples it down and keeps the extent. Rapier has no such cap. Anything the 2D
397
+ backends cannot express is refused loudly on each of them, rather than leaving a
398
+ body with no collision geometry that silently never collides.
399
+
400
+ A concave polygon is a third. A Tiled map is safe: the loader splits a
401
+ concave collision polygon into convex triangles before any backend sees it,
402
+ and a shape editor exports one already split. A concave `Polygon` you build
403
+ yourself is simulated exactly by matter (split into convex parts) and Rapier
404
+ (as triangles); the built-in tests it as if it were convex and planck fills it
405
+ in to its hull, so on those two split it into convex pieces yourself.
406
+
407
+ A polygon may be wound either way: its edge normals are oriented outward from
408
+ its signed area. Before 20.13 they pointed inward on a counter-clockwise
409
+ polygon — a Tiled polygon drawn that way, anything mirrored with
410
+ `scale(-1, 1)` or a `Rect` of negative width — and the built-in circle test
411
+ then collided a circle with it from tens of pixels away, as soon as their
412
+ bounding boxes met. Polygon against polygon was never affected.
272
413
 
273
414
  Whatever a backend really simulates is what `getBodyShapes()` reports, so the
274
415
  debug panel is the fastest way to see an approximation for what it is.
@@ -277,11 +418,13 @@ debug panel is the fastest way to see an approximation for what it is.
277
418
 
278
419
  A `Line` is two points and no area, and it is what Tiled emits for every
279
420
  polyline, so it is the natural way to author a slope or a strip of ground.
280
- Neither rigid-body engine has a segment primitive, so both simulate one as a
421
+ matter and planck have no segment primitive, so both simulate one as a
281
422
  thin quad following the segment (2px), which is what `getBodyShapes()` reports
282
423
  back. Before 20.7 each substituted something of its own instead: matter the
283
424
  line's bounding box, planck a one-metre square wherever the body happened to
284
- be. Neither logged anything.
425
+ be. Neither logged anything. Rapier has a segment, and uses it on a static or
426
+ kinematic body, which is what Tiled terrain is; on a dynamic body, where a
427
+ segment would carry no mass, it uses the same 2px quad.
285
428
 
286
429
  The builtin solver resolves a sloped segment too, and correctly: a body lands
287
430
  on it and SLIDES down it, holding a constant distance from the surface while
@@ -294,8 +437,8 @@ before coming to rest on the flat. (It used to escape through an arm instead;
294
437
  that was a separate defect in how a body was separated from a shape list, fixed
295
438
  in 20.7.)
296
439
 
297
- matter and planck both have real surface friction, so the same valley holds a
298
- body still.
440
+ matter, planck and Rapier all have real surface friction, so the same valley
441
+ holds a body still.
299
442
 
300
443
  **Several shapes on one body.** A Tiled polyline arrives as ONE body carrying
301
444
  one shape per segment, and until 20.7 a body resting on such a ground could
@@ -315,7 +458,7 @@ the surface height at its CURRENT x instead: riding the slope shows a constant
315
458
  offset while x advances.
316
459
 
317
460
  So segments collide on every backend. If you need a body to come to REST on a
318
- sloped one, use matter or planck, or damp it yourself: the builtin will slide
461
+ sloped one, use a rigid-body adapter, or damp it yourself: the builtin will slide
319
462
  it down the incline indefinitely. The `Line Collision` example draws the
320
463
  authored segment against the geometry each backend reports, which is the
321
464
  quickest way to see what a backend is really simulating.
@@ -413,7 +556,20 @@ this.body.setFriction(0.4, 0); // ground drag, none vertically
413
556
  `friction` here is per-axis per-step velocity damping, not a surface
414
557
  coefficient — see the built-in quirks below.
415
558
 
416
- Under matter and planck, `syncFromPhysics()` copies the engine body's position
559
+ These two are methods of the built-in `Body` and are not functions on matter,
560
+ planck or Rapier. The portable forms go through the adapter, or the
561
+ `bodyDef`'s `maxVelocity` / `frictionAir`:
562
+
563
+ ```js
564
+ app.world.adapter.setMaxVelocity(this, { x: 3, y: 15 });
565
+ app.world.adapter.setFrictionAir(this, { x: 0.4, y: 0 }); // the adapters average the axes
566
+ ```
567
+
568
+ A velocity cap is in the adapter's velocity unit: pixels per step on the
569
+ built-in and matter, pixels per second on planck and Rapier (see *Porting*
570
+ below).
571
+
572
+ Under matter, planck and Rapier, `syncFromPhysics()` copies the engine body's position
417
573
  back onto `renderable.pos` after every step, so a direct write is simply erased
418
574
  — no error. The built-in world integrates `pos` in place instead, so a write
419
575
  survives but fights collision resolution and jitters. To teleport, go through
@@ -447,24 +603,36 @@ interface Contacts {
447
603
  onCollisionStart?: (response: CollisionResponse, other: Renderable) => void;
448
604
  }
449
605
  (rock as Contacts).onCollisionStart = (response, other) => { … };
450
- ``` The legacy `onCollision` still exists and has a trap:
606
+ ```
607
+
608
+ How often the lifecycle fires depends on the adapter. The built-in fires each
609
+ hook once per body pair, per side, per step. matter, planck and Rapier report
610
+ contacts per SHAPE pair, so a body touching through two of its shapes gets two
611
+ calls (on Rapier a concave polygon is one shape per triangle), and matter fires
612
+ `onCollisionActive` once per sub-step; planck and Rapier fire it once per
613
+ frame. Guard a one-shot reaction (a pickup, a landing sound) with a flag of
614
+ your own.
615
+
616
+ The legacy `onCollision` still exists and has a trap:
451
617
 
452
618
  > On the built-in world, `onCollision` fires **twice per frame** for
453
619
  > dynamic-dynamic pairs — once per outer-loop visit — and gets the raw SAT
454
620
  > response with a fixed `a`/`b` per pair. On the adapters it is routed to their
455
- > "still touching" phase and fires once per side.
621
+ > "still touching" phase and fires once per side. There it receives the same
622
+ > response as `onCollisionActive` (`a`, `b`, `normal`, `depth`, `pair`), so
623
+ > `overlap`, `overlapN` and `overlapV` are `undefined`.
456
624
 
457
625
  The legacy dedupe idiom is `if (this !== response.a) return;`. Defining
458
626
  `onCollisionActive` suppresses the legacy callback on that renderable (the
459
627
  "supersedes" rule, applied per side so `a` and `b` can migrate independently),
460
- and is deduped to once per pair per side per frame on every adapter.
628
+ on every adapter.
461
629
 
462
630
  **Return values only work on the legacy handler.** `return false` from
463
- `onCollision` skips the built-in SAT push-out; what `onCollisionStart` /
464
- `onCollisionActive` return is discarded. To opt a body out of the physical
465
- response, set `bodyDef.isSensor` / `body.setSensor(true)`, or make the shape a
466
- trigger. With no `onCollision` defined at all, push-out happens by default for
467
- dynamic non-sensor bodies.
631
+ `onCollision` skips the built-in SAT push-out; the other adapters ignore it, and
632
+ what `onCollisionStart` / `onCollisionActive` return is discarded everywhere.
633
+ To opt a body out of the physical response, set `bodyDef.isSensor` /
634
+ `body.setSensor(true)`, or make the shape a trigger. With no `onCollision`
635
+ defined at all, push-out happens by default for dynamic non-sensor bodies.
468
636
 
469
637
  The two handler families do **not** get the same response object:
470
638
 
@@ -475,15 +643,22 @@ The two handler families do **not** get the same response object:
475
643
  | contact axis | `response.overlapN` / `overlapV` | `response.normal` |
476
644
  | also carries | `aInB`, `bInA`, `indexShapeA/B`, `isTriggerContact` | `pair` (adapter-native, absent on built-in) |
477
645
 
646
+ The left-hand column is the built-in's. On matter, planck and Rapier
647
+ `onCollision` gets the right-hand one too. On Rapier `pair` is
648
+ `{ collider1, collider2 }`, two collider handles for `adapter.world.getCollider()`.
649
+
478
650
  On the modern response `overlap` / `overlapN` / `overlapV` are still present but
479
- `@deprecated` (and `undefined` under the matter adapter) — use `depth` and
480
- `normal`. `normal` is the direction the receiver must move to separate, in
481
- canvas coordinates: `normal.y < -0.7` means "push me up", i.e. I landed on top
482
- of `other`.
651
+ `@deprecated` (and `undefined` under every adapter but the built-in) — use
652
+ `depth` and `normal`. `depth` is in pixels on every adapter (on planck from
653
+ planck-adapter 1.7.0; before, it was always `0`). `normal` is the direction
654
+ the receiver must move to separate, in canvas coordinates: `normal.y < -0.7`
655
+ means "push me up", i.e. I landed on top of `other`.
483
656
 
484
657
  One portability wrinkle: the built-in adapter dispatches `onCollisionEnd` with
485
- `undefined` as the response; the matter and planck adapters pass a real one.
486
- Guard it.
658
+ `undefined` as the response; the other adapters pass a real one. Guard it. On
659
+ Rapier a sensor contact, and every `onCollisionEnd`, carries a `normal` of
660
+ `(0, 0)` and a `depth` of `0`: Rapier computes no contact for them, so read
661
+ only `other` there.
487
662
 
488
663
  ## Never mutate the world during contact dispatch
489
664
 
@@ -508,13 +683,19 @@ What actually happens per adapter:
508
683
  planck's `begin-contact` / `end-contact` events, which fire *while the world
509
684
  is locked*. Adding a renderable with a `bodyDef` there makes planck's
510
685
  `createBody` return `null` and the adapter then throws on the null handle.
686
+ Removing one there is safe from planck-adapter 1.7.0: the body leaves every
687
+ event and query at once and is destroyed when the step ends. Before that,
688
+ `removeChildNow()` left an invisible body behind that still collided.
511
689
  `onCollisionActive` is dispatched after the step and is the safe one.
512
690
  - **matter** — callbacks come from matter's `collisionStart` / `collisionActive`
513
691
  / `collisionEnd` events during `Engine.update`.
692
+ - **Rapier**: the adapter reads Rapier's events once its step has returned
693
+ and dispatches them after, so adding and removing bodies in any handler is
694
+ safe. A partner still touching a removed body gets its `onCollisionEnd`.
514
695
 
515
696
  ## Spatial queries
516
697
 
517
- `raycast` and `queryAABB` are implemented by all three adapters:
698
+ `raycast` and `queryAABB` are implemented by every adapter:
518
699
 
519
700
  ```js
520
701
  import { Rect, Vector2d } from "melonjs";
@@ -529,20 +710,42 @@ const inArea = app.world.adapter.queryAABB(new Rect(x, y, w, h));
529
710
 
530
711
  `querySphere(centre, radius)` (or `querySphere(sphere)`) is **built-in only**,
531
712
  and only active under a 3D broadphase — i.e. `world.sortOn === "depth"`, which
532
- `Camera3d` sets. So is `raycast3d`. Check
533
- `world.adapter.capabilities.raycasts3d` before calling either. `raycast` itself
534
- is capability-gated by `capabilities.raycasts`.
713
+ `Camera3d` sets. So is `raycast3d`. `world.adapter.capabilities.raycasts3d`
714
+ says whether the adapter has them at all, and it stays `true` on the built-in
715
+ under a 2D camera, where `raycast3d` returns `null` and `querySphere` returns
716
+ `[]`: check `world.sortOn === "depth"` as well. `raycast` itself is
717
+ capability-gated by `capabilities.raycasts`.
718
+
719
+ `queryAABB` does not return the same set everywhere. On the built-in it
720
+ returns every non-kinematic renderable whose bounds overlap the rectangle, with
721
+ a body or without; matter, planck and Rapier query their own world, so they
722
+ return only renderables that have a body. On every adapter a ray skips a body
723
+ it starts inside, so a body casting from its own centre does not hit itself
724
+ (before 20.14 the built-in and matter-adapter < 1.6.0 returned that body); on
725
+ Rapier it hits sensors like any other body.
726
+
727
+ On the built-in adapter a 2D ray measures each shape the way the narrowphase
728
+ measures it against a planar shape: polygons, `Rect`, `RoundRect` and `Line`
729
+ by their edges, an `Ellipse` with its rotation, a `Box3d` by its XY footprint
730
+ and a `Sphere` as a circle of its radius (a 2D ray is unbounded along Z). A
731
+ `Point` has no area to cross and is skipped, as is an unknown shape type,
732
+ with a one-time console warning. Before 20.13 a body carrying a `Point`,
733
+ `Sphere` or `Box3d` made every ray that reached it throw, and a rotated
734
+ ellipse was hit where it would have been unrotated.
535
735
 
536
736
  The legacy `collision.rayCast(line, result)` is a different API: it takes a
537
737
  `Line`, returns an **array** of every intersecting renderable, and only exists
538
738
  on the built-in path.
539
739
 
540
- Two prerequisites that produce empty results rather than errors:
740
+ Two prerequisites on the built-in adapter that produce empty results rather
741
+ than errors:
541
742
 
542
743
  - **`isKinematic` must be `false`** for a renderable to be in the broadphase at
543
744
  all (a `Body` sets this for you).
544
745
  - On the **built-in** adapter, the broadphase is cleared and rebuilt inside
545
746
  `world.update()`, so querying before the first update returns nothing.
747
+ Rapier behaves the same: it indexes bodies for queries when its world
748
+ steps, so a body added this frame is found from the next one on.
546
749
 
547
750
  ## 3D collision: `Box3d`, `Sphere` and the Z pushback
548
751
 
@@ -553,10 +756,11 @@ along **Z** as well as X and Y.
553
756
  ```js
554
757
  import { Box3d, Sphere } from "melonjs";
555
758
 
556
- // a box: centre offset from the body, then half-extents on each axis
557
- crate.body.addShape(new Box3d(0, 0, 0, 40, 60, 40));
558
- // a sphere: centre offset, then one radius
559
- rock.body.addShape(new Sphere(0, 0, 0, 30));
759
+ // a box: its centre, measured from the frame's top-left corner like any
760
+ // shape, then its FULL width, height and depth (not half-extents)
761
+ crate.body.addShape(new Box3d(crate.width / 2, crate.height / 2, 0, 40, 60, 40));
762
+ // a sphere: its centre, then one radius
763
+ rock.body.addShape(new Sphere(rock.width / 2, rock.height / 2, 0, 30));
560
764
  ```
561
765
 
562
766
  Reach for these for anything moving in the XZ plane under a `Camera3d` — a
@@ -600,7 +804,7 @@ the mistake to avoid: correct for a box pair, and for a sphere it throws away
600
804
  the planar half of the contact.
601
805
 
602
806
  **Mixed pairs degrade to 2D.** A `Box3d` or a `Sphere` against a `Polygon`,
603
- `Rectangle`, `RoundRect` or `Ellipse` tests the 3D shape's XY footprint and
807
+ `Rect`, `RoundRect` or `Ellipse` tests the 3D shape's XY footprint and
604
808
  treats the planar shape as unbounded along Z, which is what keeps a sphere or
605
809
  box body colliding with an ordinary Tiled collision layer. `overlapZ` is zero
606
810
  for those, since only one side has a depth to resolve. Give BOTH sides a 3D
@@ -629,8 +833,9 @@ group.resize(width, height);
629
833
  ```
630
834
 
631
835
  `enableChildBoundsUpdate` also gives it one, but it re-measures the whole child
632
- list on every update — reach for it only when the extent genuinely IS the
633
- members' union and moves with them (a flock, a squad), not to give a fixed
836
+ list on every update (after the children have moved, and before each culling
837
+ check while it is off screen) — reach for it only when the extent genuinely IS
838
+ the members' union and moves with them (a flock, a squad), not to give a fixed
634
839
  group a size.
635
840
 
636
841
  ## Built-in world quirks
@@ -650,19 +855,35 @@ real rigid-body engine:
650
855
  not contact state — it says nothing about what a body is touching.
651
856
  - **Gravity defaults to `(0, 0.98)`** — pixels per frame², not m/s². Mutate
652
857
  `app.world.adapter.gravity` at runtime, or pass
653
- `physic: new BuiltinAdapter({ gravity })` to override it. `body.gravityScale`
858
+ `physic: await BuiltinAdapter.create({ gravity: new Vector2d(0, g) })` to override
859
+ it (a `Vector2d` here, where the adapters take `{x, y}`). `body.gravityScale`
654
860
  (default `1`) scales it per body; `0` disables gravity for that body and is
655
861
  the portable replacement for the deprecated `body.ignoreGravity`.
656
862
  - **`applyForce(x, y)` is linear only** unless you pass the optional
657
863
  `(pointX, pointY)` application point, which generates a torque
658
864
  `τ = r × F` into `body.angularVelocity` via `body.pseudoInertia`.
659
- `applyTorque(τ)` is the direct form.
865
+ `applyTorque(τ)` is the direct form. The point is in **world** coordinates,
866
+ as on the other adapters, and the lever arm is measured from the centre of
867
+ the shapes where they collide: the renderable's drawn frame (so the anchor
868
+ counts) plus any parent container's position. `renderable.getBounds()` is
869
+ in that space, so `b.centerX, b.top` is the top centre.
660
870
  - **Force accumulators reset at end-of-step** — for every body, including
661
871
  static, paused and off-screen ones — so forces must be applied every frame to
662
872
  persist.
663
- - **`isGrounded` is flag-based, not contact-based** — the adapter returns
664
- `!body.falling && !body.jumping`, flags updated by the last resolved
665
- collision, not a live contact test.
873
+ - **`isGrounded` reads the last step's push-out, not a live contact test** —
874
+ `true` when a collision in the last step pushed the body up out of
875
+ something below it (a floor or a slope, not a wall) and neither
876
+ `body.falling` nor `body.jumping` is set. Before 20.14 it read the two flags
877
+ alone, so a body never stepped, or held still in mid-air with
878
+ `gravityScale` 0, read as grounded. The DIRECTION of the push-out decides
879
+ the flags: pushed up out of a floor while not rising is a landing, pushed down
880
+ by a ceiling while rising (or `jumping`) ends the jump and falls, and a
881
+ side contact, a body touched from above while standing, or a body with
882
+ `gravityScale` 0 leaves them alone. Before 20.13 a magnitude test decided
883
+ instead, so anything that sank a pixel or more per step — gravity above
884
+ about `1.02`, mass above about `1.03`, `timer.tick > 1` at a low frame
885
+ rate, a floor moving up under it — stayed `falling` while sitting flush on
886
+ the floor, and could never jump.
666
887
  - **`def.density` maps 1:1 to `body.mass`** (default `1`), and `def.friction` is
667
888
  **ignored** entirely. `body.friction` is a per-axis `Vector2d` of per-step
668
889
  velocity damping fed from `def.frictionAir`, not a surface coefficient.
@@ -678,7 +899,7 @@ real rigid-body engine:
678
899
  - **`addBody` throws on double-registration** for a renderable that is already
679
900
  adapter-managed.
680
901
 
681
- ### Rotation collides on planck and matter, but not on the built-in solver
902
+ ### Rotation collides on planck, matter and Rapier, but not on the built-in solver
682
903
 
683
904
  This is the sharpest behaviour difference between the adapters, and it is
684
905
  silent — nothing warns you.
@@ -686,14 +907,20 @@ silent — nothing warns you.
686
907
  | adapter | a rotating body |
687
908
  | --- | --- |
688
909
  | **builtin** | rotates **visually only**. `body.angle`, `setAngle()` and angular integration write `renderable.currentTransform`; the collision shapes are never rotated, so a spinning sprite collides as if it were upright |
689
- | **planck** / **matter** | rotates for real — the solver owns the body's transform and collision follows it |
910
+ | **planck** / **matter** / **rapier** | rotates for real — the solver owns the body's transform and collision follows it |
690
911
 
691
912
  So a turret, a swinging platform or a tumbling crate that must *collide*
692
- rotated needs planck or matter. Under the builtin solver, approximate it with a
913
+ rotated needs a rigid-body adapter. Under the builtin solver, approximate it with a
693
914
  shape that is close enough at every angle (a circle, or a square for
694
915
  90° steps), or rotate the shapes yourself with `body.rotate(angle)` — which
695
916
  does rotate them, unlike `setAngle()`.
696
917
 
918
+ The visual turn pivots on the centre of the body's shapes, where they are
919
+ drawn and collide, whatever the renderable's `anchorPoint`. Before 20.13 it
920
+ ignored the anchor, so a centre-anchored renderable turned about its
921
+ bottom-right corner and swung away from where it stood; only a `(0, 0)`
922
+ anchor turned in place.
923
+
697
924
  `body.rotate()` applies a **delta** and does not update `body.angle`; the two
698
925
  are unlinked, so a body driven by `rotate()` still reports an angle of `0`.
699
926
  Track it yourself if you need to read it back. Before 20.7 it also threw on a
@@ -701,19 +928,20 @@ Track it yourself if you need to read it back. Before 20.7 it also threw on a
701
928
  grown.
702
929
 
703
930
  `adapter.getBodyShapes(renderable)` reports whichever is true: the geometry
704
- the engine is actually simulating on planck and matter (matter-adapter 1.3.0 /
705
- planck-adapter 1.4.0 and later), unrotated shapes on the builtin solver because
931
+ the engine is actually simulating on planck, matter and Rapier (matter-adapter
932
+ 1.3.0 / planck-adapter 1.4.0 and later), unrotated shapes on the builtin solver because
706
933
  there they genuinely are. That is what the debug overlay draws, so the hitbox
707
934
  you see is the hitbox that collides — a sprite spinning inside a stationary red
708
935
  box on the builtin is the solver telling you the truth, not a drawing bug.
709
936
 
710
- On planck and matter that report comes from the engine rather than from your
937
+ On the adapters that report comes from the engine rather than from your
711
938
  definitions, so it shows the approximations they make: an `Ellipse` appears as
712
939
  the circle of average radius it is simulated as, a concave polygon as the
713
- convex pieces it was decomposed into, and a `Rect` as a `Polygon`. Your
940
+ convex parts matter splits it into, the triangles Rapier builds or the hull
941
+ planck fills it in to, and a `Rect` as a `Polygon`. Your
714
942
  authored shapes are untouched and still readable on `renderable.bodyDef.shapes`.
715
943
 
716
- **If you need rotation to affect collision, use planck or matter.** That is the
944
+ **If you need rotation to affect collision, use planck, matter or Rapier.** That is the
717
945
  dividing line: the builtin is a position-based solver whose SAT never reads
718
946
  `body.angle`, so rotation there is a visual property. `body.rotate(angle)` is
719
947
  the workaround, not a rotating body — it permanently moves the shapes, does not
@@ -728,61 +956,140 @@ Same call, different magnitude — these are the ones that waste an afternoon:
728
956
 
729
957
  - **The portable API converts for you, the native handle does not.**
730
958
  `adapter.setVelocity` / `body.setVelocity(x, y)` are in pixels on every
731
- adapter; reaching for the raw handle (`body.setLinearVelocity` on planck) puts
732
- you in metres per second, scaled by `pixelsPerMeter`.
733
- - **Time base differs.** Built-in `body.vel` is pixels *per frame*; planck and
734
- matter integrate in seconds. The same number is ~60× off.
959
+ adapter; reaching for the raw handle (`body.setLinearVelocity` on planck,
960
+ `body.setLinvel` on Rapier) puts you in metres per second, scaled by
961
+ `pixelsPerMeter`.
962
+ - **Time base differs.** Built-in `body.vel` and matter's velocity are pixels
963
+ *per step* (60 steps a second); planck's and Rapier's are pixels *per
964
+ second*, so the same number is about 60× off there. `maxVelocity` follows the
965
+ same split, and so does angular velocity: radians per step on the built-in
966
+ and matter, per second on planck and Rapier.
735
967
  - **Force magnitudes are not comparable** between adapters; re-tune rather than
736
- reuse. `applyForce` is a per-step accumulator everywhere (cleared each step,
737
- so call it every frame) — `applyImpulse` is the one-shot. Matter has no native
738
- impulse, so the adapter emulates it as `Δv = J / mass` and ignores the
739
- application point.
968
+ reuse. `applyForce` is cleared after each step, so call it every frame; on
969
+ matter and planck that step is a sub-step, which is why `subSteps` weakens it
970
+ there, while Rapier keeps it for the whole frame. `applyImpulse` is the
971
+ one-shot. planck and Rapier apply
972
+ `adapter.applyImpulse(renderable, impulse, point)` at its point. The built-in
973
+ and matter ignore the point; matter has no native impulse, so the adapter
974
+ emulates it as `Δv = J / mass`.
975
+ - **Pausing stops the whole simulation** on matter, planck and Rapier; the
976
+ built-in keeps moving a renderable with `updateWhenPaused`.
740
977
  - **`body.position` is the centroid in matter**, while `renderable.pos` is
741
- top-left in melonJS. The adapter stores a per-body offset so `renderable.pos`
742
- stays correct — but read `body.position` directly and you get the centroid.
743
- - **Degenerate (zero-area / collinear) polygons — a Tiled polyline, a `Line` —
744
- cannot be built by matter and fall back to their axis-aligned bounding box.**
745
- Any other shape type throws `unsupported shape type`.
746
- - **Ellipses become circles on matter**, using the average of the two radii.
978
+ wherever its `anchorPoint` puts it. The adapter stores a per-body offset so
979
+ `renderable.pos` stays correct — but read `body.position` directly and you
980
+ get the centroid.
981
+ - **The default collision type differs.** With no `collisionType`, a body is
982
+ `ENEMY_OBJECT` on the built-in but category `1` (`PLAYER_OBJECT`) on matter,
983
+ planck and Rapier. With no `collisionMask`, it collides with every type on
984
+ every adapter (before planck-adapter 1.7.0, planck stopped at bit 15, so a
985
+ user type from `collision.types.USER << 9` up never hit it; Rapier filters on
986
+ the full 32 bits). Set `collisionType` on every `bodyDef`.
987
+ - **`type: "kinematic"` is planck and Rapier only**; the built-in and matter
988
+ build a dynamic body (see *Two ways to declare a body*).
989
+ - **A `Line` (what Tiled emits for a polyline) is a thin 2px rectangle along
990
+ the segment on matter**, which is what `getBodyShapes()` reports (since
991
+ matter-adapter 1.5.0; before that it fell back to its axis-aligned bounding
992
+ box). Only a degenerate (zero-area, collinear) `Polygon` still falls back to
993
+ its bounding box. Any other shape type throws `unsupported shape type`.
994
+ - **Ellipses become circles on matter, planck and Rapier**, using the average
995
+ of the two radii.
747
996
  - **`isGrounded` is capability-gated** (`capabilities.isGrounded`) and computed
748
- differently per adapter: a flag read on built-in, a live scan of active
749
- contacts on matter.
997
+ differently per adapter: the last step's push-out on built-in, a live scan of
998
+ active contacts on matter, planck and Rapier, counting a solid contact that
999
+ pushes the body up (a sensor contact counts when the other body is below).
1000
+ On every adapter the side of a wall is not ground.
750
1001
 
751
1002
  Adapter-specific escapes exist (`(this.body as MatterAdapter.Body).frictionAir`,
752
1003
  `adapter.matter.Constraint.create(...)`) but are not portable — flag them if you
753
1004
  use them. `adapter.capabilities` (`constraints`,
754
1005
  `continuousCollisionDetection`, `sleepingBodies`, `raycasts`, `raycasts3d`,
755
- `velocityLimit`, `isGrounded`) is the portable way to branch.
1006
+ `velocityLimit`, `isGrounded`) is the portable way to branch. matter reports
1007
+ `continuousCollisionDetection: false` (from matter-adapter 1.6.0; earlier
1008
+ versions claimed `true`): it has none, and `subSteps` is the remedy for fast
1009
+ bodies. Its `sleepingBodies` needs `matterEngineOptions: { enableSleeping: true }`.
1010
+ Rapier reports `continuousCollisionDetection: true`, but it is opt-in per body.
1011
+
1012
+ Rapier's escapes are `adapter.rapier` (the Rapier module) and `adapter.world`
1013
+ (the Rapier world), with the body typed as `RapierAdapter.Body`:
1014
+
1015
+ ```ts
1016
+ const adapter = app.world.adapter as RapierAdapter;
1017
+ const { rapier, world } = adapter;
1018
+ (bullet.body as RapierAdapter.Body).enableCcd(true); // continuous collision
1019
+ const hinge = rapier.JointData.revolute({ x: 0, y: 0 }, { x: 0, y: 0 }); // metres, body-local
1020
+ world.createImpulseJoint(hinge, door.body as RapierAdapter.Body, frame.body as RapierAdapter.Body, true);
1021
+ const controller = world.createCharacterController(0.01); // 0.01 m skin
1022
+ ```
1023
+
1024
+ The other joints are `JointData.fixed`, `spring`, `rope` and `prismatic`.
1025
+ Rapier's objects live in WebAssembly memory, which the garbage collector does
1026
+ not reclaim. The adapter's `destroy()`, which `setAdapter()` calls on the
1027
+ adapter it replaces, frees its world; free a joint or a character controller
1028
+ you made yourself with `world.removeImpulseJoint()` /
1029
+ `world.removeCharacterController()`.
756
1030
 
757
1031
  ## Symptom → cause
758
1032
 
759
1033
  | symptom | cause |
760
1034
  |---|---|
761
1035
  | entity jitters or does not move | assigning `pos` instead of applying force |
1036
+ | `world.adapter = …` throws a `TypeError` | `world.adapter` is read-only; call `world.setAdapter(adapter)` |
1037
+ | a body stops simulating after `world.setAdapter()` | it was added with a direct `adapter.addBody()`; give it a `bodyDef` |
762
1038
  | collision handler runs twice per frame | legacy `onCollision` on a dynamic pair (built-in) — use `onCollisionActive` |
763
1039
  | `return false` from a handler does nothing | return values are only honoured by legacy `onCollision` — use `isSensor` / `isTrigger` |
764
1040
  | crash or a null body when spawning from `onCollisionStart` | world mutated during contact dispatch (locked world under planck) |
765
1041
  | `raycast` / `queryAABB` finds nothing | `isKinematic` still `true`, or no `world.update` yet (built-in) |
766
- | `querySphere` / `raycast3d` is not a function | 2D adapter, or built-in without a 3D broadphase (`sortOn !== "depth"`) |
1042
+ | `new RapierAdapter()` throws "Rapier is not loaded yet" | its WebAssembly loads asynchronously; use `await RapierAdapter.create(options)`, or `await RapierAdapter.load()` first |
1043
+ | a fast body passes through a thin one (Rapier) | continuous collision is per body and off by default: `(body as RapierAdapter.Body).enableCcd(true)` |
1044
+ | `normal` is `(0, 0)` and `depth` is `0` (Rapier) | a sensor contact or an `onCollisionEnd`: Rapier computes no contact there |
1045
+ | `querySphere` / `raycast3d` is not a function | matter, planck or Rapier: all are 2D-only and omit them |
1046
+ | `querySphere` returns `[]` and `raycast3d` returns `null` (built-in) | no 3D broadphase: `world.sortOn !== "depth"`; they need a `Camera3d` stage |
1047
+ | `queryAABB` misses objects that have no body (matter, planck, Rapier) | those adapters query their own world, which holds bodies only |
767
1048
  | a 3D contact reports no overlap to push against | read `overlapNZ` / `overlapZ` — a Z-axis MTV leaves `overlapN` / `overlapV` at zero |
768
1049
  | two 3D objects never separate in depth | one of them carries a planar shape; a mixed pair is tested as the box's XY footprint, unbounded along Z |
769
- | `response.depth` / `response.normal` are `undefined` | reading a legacy `onCollision` response — it carries `overlap` / `overlapN` |
1050
+ | `response.depth` / `response.normal` are `undefined` (built-in) | reading a legacy `onCollision` response — it carries `overlap` / `overlapN` |
1051
+ | `response.overlapV` / `overlapN` are `undefined` (matter, planck, Rapier) | the adapters hand `onCollision` the modern response too; use `normal` / `depth` |
1052
+ | a pickup or a landing sound fires twice (matter, planck, Rapier) | contacts are reported per shape pair, and `onCollisionActive` once per sub-step on matter; guard with a flag |
1053
+ | a `type: "kinematic"` platform falls (built-in, matter) | only planck and Rapier have kinematic bodies; use `type: "static"` and `adapter.setPosition()` |
1054
+ | `this.body.setMaxVelocity is not a function` (matter, planck, Rapier) | it is a built-in `Body` method; use `app.world.adapter.setMaxVelocity(this, { x, y })` |
1055
+ | every force got weaker after raising `subSteps` (matter, planck) | forces are cleared after each sub-step, so they act on the first one only; re-tune (Rapier keeps a force for the whole frame) |
1056
+ | `isActive = false` on a shape changes nothing (matter, planck, Rapier) | read only when the body is built; call `adapter.updateShape(renderable, shapes)` |
770
1057
  | `onCollisionEnd` handler throws on `response` | built-in dispatches it with `undefined` |
771
1058
  | off-screen bodies stop simulating | built-in gating on `inViewport`; set `alwaysUpdate` |
772
1059
  | a body sinks through one shape of a multi-shape body | fixed in 20.7; before that the compound pass only ever re-resolved the first overlapping pair |
773
- | a body will not stay put on a slope on the builtin | it is riding the slope and sliding: the builtin has no surface friction, only `frictionAir` damping. Damp it yourself, or use matter/planck |
1060
+ | a body will not stay put on a slope on the builtin | it is riding the slope and sliding: the builtin has no surface friction, only `frictionAir` damping. Damp it yourself, or use a rigid-body adapter |
774
1061
  | the sprite is drawn offset from its hitbox | pre-20.7 `anchorPoint` moved the drawing but not the collision shapes; upgrade, and drop any offsets you added to compensate |
775
1062
  | a small shape sits at the sprite's corner | a shape's offset is measured from the drawn frame's TOP-LEFT; `new Sphere(0, 0, 0, r)` is the corner, `(width / 2, height / 2)` is the centre |
776
1063
  | a rotated renderable reports an unrotated bounding box | `autoTransform: false` opts `updateBounds()` out of the transform |
777
- | a body in a pile sinks into the floor (built-in) | fixed in 20.7 for anything with an immovable side; bodies pinned only by other DYNAMIC bodies still overlap by a pixel or two, which is what planck/matter are for |
1064
+ | a body in a pile sinks into the floor (built-in) | fixed in 20.7 for anything with an immovable side; bodies pinned only by other DYNAMIC bodies still overlap by a pixel or two, which is what the rigid-body adapters are for |
1065
+ | `applyForce` with a point spins a body pushed through its centre, or tips it the wrong way (built-in) | before 20.13 the point was measured against the body's LOCAL bounds, so only a body at the world origin got the right torque; upgrade, and drop any `pos` you subtracted to compensate |
778
1066
  | forces do nothing after switching adapter | magnitude units differ — re-tune, don't reuse numbers |
779
- | `body.position` disagrees with `renderable.pos` on matter | matter stores the centroid, melonJS the top-left — the adapter offsets between them |
1067
+ | `body.position` disagrees with `renderable.pos` on matter | matter stores the centroid, while `renderable.pos` sits where its `anchorPoint` puts it; the adapter offsets between them |
1068
+ | a `bodyDef` two containers down never falls nor collides (`body` stays `undefined`) | before 20.13 only the added container's own children were registered; upgrade |
1069
+ | `other.addChild(group)` throws "renderable is already adapter-managed" | before 20.13 a group detached with keepalive (which moving it does) left its children's bodies registered, still simulated off-stage; upgrade |
1070
+ | the children of a persistent container stop falling and colliding after a state change or `level.load` | before 20.13 `world.reset()` kept only the bodies whose own renderable was persistent; upgrade, or flag each child `isPersistent` |
780
1071
  | `bodyDef.shapes: "…"` throws "is not loaded" | the name must match the `name` the JSON was preloaded under, not its filename |
781
1072
  | everything falls far too fast or too slow after swapping backends | gravity is a different unit per backend; see the table above |
782
1073
  | debris lands holding its spawn angle and never tumbles | `fixedRotation: true`, or matter-adapter < 1.4.0 / planck-adapter < 1.5.0 |
783
- | a rotated sprite collides as if upright | the built-in solver rotates visually only — `body.angle` never rotates the shapes. Use planck/matter, or `body.rotate(angle)` |
1074
+ | a rotated sprite collides as if upright | the built-in solver rotates visually only — `body.angle` never rotates the shapes. Use a rigid-body adapter, or `body.rotate(angle)` |
1075
+ | `setAngle` swings a sprite away from where it stood (built-in) | before 20.13 the pivot ignored `anchorPoint`, so a centre-anchored renderable turned about its bottom-right corner; upgrade |
1076
+ | `isGrounded()` stays `false` on the floor, so the player cannot jump (built-in) | before 20.13 a body sinking 1px or more per step (gravity or mass above ~1.02, `timer.tick > 1`, a rising floor) never landed; upgrade |
1077
+ | `isGrounded()` is `true` in mid-air, for a body with `gravityScale` 0 or one not yet stepped (built-in) | before 20.14 it read the `falling` / `jumping` flags alone, without a surface under the body; upgrade |
1078
+ | a ray cast from a body's centre hits that body (built-in, matter) | before 20.14 / matter-adapter 1.6.0 a ray did not skip a body it starts inside; upgrade |
1079
+ | `raycast()` / `queryAABB()` find nothing right after the bodies are added (built-in, Rapier) | both index bodies for queries during a world step: query from the next frame on |
1080
+ | a circle body is shoved by a polygon it is nowhere near (built-in) | before 20.13 a counter-clockwise polygon (Tiled, mirrored with `scale(-1, 1)`) had inward edge normals; upgrade |
1081
+ | `raycast` throws "reading 'x'" / "reading 'length'" (built-in) | before 20.13 a body carrying a `Point`, `Sphere` or `Box3d` broke the ray walk; upgrade |
1082
+ | a ray passes through a rotated ellipse, or stops short of it (built-in) | before 20.13 the raycast ignored `Ellipse#angle`; upgrade |
784
1083
  | the debug hitbox does not follow a spinning body | pre-1.2.1 matter-adapter / pre-1.3.1 planck-adapter returned the authored shapes rather than the rotated ones |
785
- | a Tiled polyline becomes a solid box on matter | matter cannot build a zero-area polygon; the adapter falls back to its AABB |
1084
+ | a Tiled polyline becomes a solid box on matter | matter-adapter < 1.5.0 built a `Line` as its AABB; upgrade (a degenerate `Polygon` still falls back to one) |
1085
+ | the player climbs a tall wall with repeated jumps (matter, planck) | matter-adapter < 1.5.3 / planck-adapter < 1.6.3 counted any contact with a lower body as ground; upgrade |
1086
+ | a hero made of several shapes is never grounded, so it cannot jump (matter) | matter-adapter < 1.5.3 missed contacts on the parts of a compound body; upgrade |
1087
+ | `setSensor(true)` on a platform under the player does nothing, so it cannot be dropped through (matter) | matter-adapter < 1.5.3 did not update a contact already in place; upgrade |
1088
+ | `raycast` misses a body made of several shapes, or a concave one (matter) | matter-adapter < 1.6.0 did not resolve the part it hit to its body; upgrade |
1089
+ | a shape hook's `normal` points the opposite way to `onCollisionStart`'s (matter) | matter-adapter < 1.6.0 reversed it; upgrade |
1090
+ | `response.depth` is always `0` (planck) | planck-adapter < 1.7.0 read the depth from the wrong place; upgrade |
1091
+ | an invisible body keeps colliding after `removeChildNow()` from `onCollisionStart` (planck) | planck-adapter < 1.7.0 could not destroy a body while the world was locked; upgrade, or use `removeChild()` |
1092
+ | a spin never settles after `adapter.setFrictionAir()` (planck) | planck-adapter < 1.7.0 damped movement only there; upgrade |
786
1093
 
787
1094
  ## Related skills
788
1095