changelog/v3/3.85/MatterWrapBounds.md
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The old MatterWrap plugin has been deprecated in favour of native integration into the new Matter.Body.wrap method.
This method ensures that a body's position is always maintained within specified bounds. If the body crosses a boundary, it will appear on the opposite side of the bounds, preserving its velocity. This enhancement eliminates the need for enabling the wrap method through the Matter physics MatterConfig option by adding wrap: true to the plugins property.
To utilize the new wrap functionality, you can now directly pass a wrapBounds object specifying the x and y boundaries when creating a new Matter object. This approach simplifies the process of applying boundary wrapping to Matter bodies.
wrapBounds object that specifies min and max coordinates for x and y. const wrapBounds = {
min: {
x: 0,
y: 0
},
max: {
x: 800,
y: 600
}
};
const gameObject = this.matter.add.image(x, y, 'key', null, {
wrapBounds: wrapBoundary
});
wrapBounds property on the game object body to null. Example: gameObject.body.wrapBounds = null;