CollisionEvent2D
2D collision event types.
| Type | Name | Interface Description |
|---|---|---|
| Variables | Enter: UserEventType | • Function: Fired once when the 2D physics engine reports that this collider has just started colliding. |
| Variables | Exit: UserEventType | • Function: Fired once when the 2D physics engine reports that a previous collision has ended. |
| Variables | Stay: UserEventType | • Function: Fired on each physics step while the 2D physics engine reports that the collision is still active. |
| Functions | constructor() |
Examples
constructor()
let obj = new APJS.CollisionEvent2D();
Use Case
Example 1 — Play a sound effect when a 2D physics object collides — uses CollisionEvent2D.Enter on collider's object emitter
@component()
export class CollisionSoundEffect extends APJS.BasicScriptComponent {
@serializeProperty
sfxPlayer!: APJS.SceneObject;
private sfxAudio!: APJS.AudioComponent;
private collider!: APJS.BoxCollider2D;
private initialized = false;
private collisionCallback!: (event: APJS.IEvent) => void;
onUpdate(dt: number): void {
if (this.initialized) return;
if (!this.sfxPlayer) return;
this.sfxAudio = this.sfxPlayer.getComponent("AudioComponent") as APJS.AudioComponent;
// Get any 2D collider on this object (BoxCollider2D or CircleCollider2D)
this.collider = this.getSceneObject().getComponent("BoxCollider2D") as APJS.BoxCollider2D;
if (!this.sfxAudio || !this.collider) return;
// CRITICAL: enable collision events before registering listener
this.collider.emitCollisionEvent = true;
this.collisionCallback = (event: APJS.IEvent) => {
// Play SFX on each collision
this.sfxAudio.stop();
this.sfxAudio.loopCount = 1;
this.sfxAudio.play();
};
// Use object emitter on the COLLIDER (not global emitter)
const emitter = APJS.EventManager.getObjectEmitter(this.collider);
emitter.on(APJS.CollisionEvent2D.Enter, this.collisionCallback, this);
this.initialized = true;
}
onDestroy(): void {
if (this.collider && this.collisionCallback) {
const emitter = APJS.EventManager.getObjectEmitter(this.collider);
emitter.off(APJS.CollisionEvent2D.Enter, this.collisionCallback, this);
}
}
}
Example 2 — Tap to drop a ball/coin that bounces multiple times on a static floor — full Physics Matter resource flow (DSL: add_builtin_resource → set_resource_properties →…
@component()
export class TapToDropBouncy extends APJS.BasicScriptComponent {
private rb: APJS.RigidBody2D | null = null;
private collider: APJS.CircleCollider2D | null = null;
private touchCallback: ((event: APJS.IEvent) => void) | null = null;
private collisionCallback: ((event: APJS.IEvent) => void) | null = null;
private dropped = false;
private bounceCount = 0;
onStart(): void {
const obj = this.getSceneObject();
this.rb = obj.getComponent("RigidBody2D") as APJS.RigidBody2D;
this.collider = obj.getComponent("CircleCollider2D") as APJS.CircleCollider2D;
if (!this.rb || !this.collider) return;
// emitCollisionEvent is APJS-runtime-only — must set in onStart, not in DSL.
this.collider.emitCollisionEvent = true;
this.touchCallback = (event: APJS.IEvent) => {
const touch = event.args[0] as APJS.TouchData;
if (touch.phase === APJS.TouchPhase.Began && !this.dropped && this.rb) {
this.dropped = true;
this.rb.static = false; // gravity now applies
}
};
APJS.EventManager.getGlobalEmitter().on(APJS.EventType.Touch, this.touchCallback);
this.collisionCallback = (event: APJS.IEvent) => {
this.bounceCount++;
// Optional: stop tracking after 5 bounces, or play SFX, or update score, etc.
if (this.bounceCount === 1) console.log("[Bouncy] first impact");
};
const emitter = APJS.EventManager.getObjectEmitter(this.collider);
emitter.on(APJS.CollisionEvent2D.Enter, this.collisionCallback, this);
}
onDestroy(): void {
if (this.touchCallback) {
APJS.EventManager.getGlobalEmitter().off(APJS.EventType.Touch, this.touchCallback);
}
if (this.collisionCallback && this.collider) {
APJS.EventManager.getObjectEmitter(this.collider).off(APJS.CollisionEvent2D.Enter, this.collisionCallback, this);
}
}
}