Physics.Arcade.Body#setCircle()
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

setCircle(radius, offsetX, offsetY) Sets this

2025-01-10 15:47:30
TilemapLayer#resizeWorld()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

resizeWorld() Sets the world size to match the size of this layer. Source code:

2025-01-10 15:47:30
Physics.Arcade#overlap()
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

overlap(object1, object2, overlapCallback, processCallback, callbackContext)

2025-01-10 15:47:30
Physics.Arcade.Body#Body
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

new Body(sprite) The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than

2025-01-10 15:47:30
Weapon#killAll()
  • References/Game Development/Phaser/Arcade Physics/Weapon

killAll() → {Phaser.Weapon}

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Pointer#movementY
  • References/Game Development/Phaser/Input/Pointer

movementY : number The vertical processed relative movement of the Pointer in pixels since last event.

2025-01-10 15:47:30
Physics.Arcade.Body#friction
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

friction : Phaser.Point The amount of movement that

2025-01-10 15:47:30
Physics.P2#enable()
  • References/Game Development/Phaser/P2 Physics/Physics.P2

enable(object, debug, children) This will create a P2 Physics body on the

2025-01-10 15:47:30
Physics.P2.FixtureList#getFixtureByKey()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.FixtureList

getFixtureByKey(key) Accessor to get either a single fixture by its key. Parameters

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Physics.P2.BodyDebug#ignoreChildInput
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

2025-01-10 15:47:30