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  107. <section id="enabling-the-arcade-physics-on-a-game-object">
  108. <h1>Enabling the Arcade physics on a game object<a class="headerlink" href="#enabling-the-arcade-physics-on-a-game-object" title="Link to this heading"></a></h1>
  109. <p>You can enable an Arcade physics body in any game object:</p>
  110. <ul>
  111. <li><p>Select the object and open the context menu.</p></li>
  112. <li><p>In the <strong>Arcade Physics</strong> menu, select the <strong>Add Body</strong> option.</p>
  113. <blockquote>
  114. <div><img alt="Add Arcade body to an object" src="../_images/arcade-physics-add-body-20221005.webp" />
  115. </div></blockquote>
  116. </li>
  117. <li><p>Press the <code class="docutils literal notranslate"><span class="pre">B</span></code> key for <a class="reference external" href="./manipulation-tools.html#arcade-physics-body-tool">editing the body’s offset &amp; size</a>:</p>
  118. <img alt="Edit the body's size with the tool." src="../_images/arcade-physics-edit-body-tool.webp" />
  119. </li>
  120. <li><p>Or edit any other body’s property in the Inspector view:</p>
  121. <img alt="Edit the body's properties in the Inspector view." src="../_images/arcade-physics-edit-body-inspector.webp" />
  122. </li>
  123. </ul>
  124. <p>You can remove the body of the object. In the same <strong>Arcade Physics</strong>, select the <strong>Remove Body</strong> option. This option is only available if the selected object is not a <a class="reference external" href="./arcade-physics-add-object.html">built-in Arcade Image or Arcade Sprite</a> object.</p>
  125. <p>When you add a physics body to the object, the code for creating the object is generated like this:</p>
  126. <div class="highlight-javascript notranslate"><div class="highlight"><pre><span></span><span class="kd">const</span><span class="w"> </span><span class="nx">gorilla</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="k">this</span><span class="p">.</span><span class="nx">add</span><span class="p">.</span><span class="nx">image</span><span class="p">(</span><span class="mf">379</span><span class="p">,</span><span class="w"> </span><span class="mf">271</span><span class="p">,</span><span class="w"> </span><span class="s2">&quot;gorilla&quot;</span><span class="p">)</span>
  127. <span class="w"> </span><span class="kr">as</span><span class="w"> </span><span class="nx">Phaser</span><span class="p">.</span><span class="nx">GameObjects</span><span class="p">.</span><span class="nx">Image</span><span class="w"> </span><span class="o">&amp;</span><span class="w"> </span><span class="p">{</span><span class="w"> </span><span class="nx">body</span><span class="o">:</span><span class="w"> </span><span class="nx">Phaser</span><span class="p">.</span><span class="nx">Physics</span><span class="p">.</span><span class="nx">Arcade</span><span class="p">.</span><span class="nx">Body</span><span class="w"> </span><span class="p">};</span>
  128. <span class="k">this</span><span class="p">.</span><span class="nx">physics</span><span class="p">.</span><span class="nx">add</span><span class="p">.</span><span class="nx">existing</span><span class="p">(</span><span class="nx">gorilla</span><span class="p">,</span><span class="w"> </span><span class="kc">false</span><span class="p">);</span>
  129. </pre></div>
  130. </div>
  131. <p>Notice the <code class="docutils literal notranslate"><span class="pre">as</span> <span class="pre">Phaser.GameObjects.Image</span> <span class="pre">&amp;</span> <span class="pre">{</span> <span class="pre">body:</span> <span class="pre">Phaser.Physics.Arcade.Body</span> <span class="pre">}</span></code> expression. It is telling to the TypeScript compiler the object created by the the <code class="docutils literal notranslate"><span class="pre">image(...)</span></code> method is an <code class="docutils literal notranslate"><span class="pre">Image</span></code> but also has an Arcade body. That annotation is required for generating valid TypeScript code.</p>
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