Physics.Arcade.Body#checkCollision
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

checkCollision : Object Set the checkCollision properties to control which directions collision is processed for this Body.

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Weapon#killAll()
  • References/Game Development/Phaser/Arcade Physics/Weapon

killAll() → {Phaser.Weapon}

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Weapon#fireAtXY()
  • References/Game Development/Phaser/Arcade Physics/Weapon

fireAtXY(x, y) → {

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Weapon#shots
  • References/Game Development/Phaser/Arcade Physics/Weapon

shots : number The total number of bullets this Weapon has fired so far.You can limit the number of shots allowed (via

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Physics.Arcade.Body#enable
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

enable : boolean A disabled body won't be checked for any form of collision or overlap or have its pre/post updates run.

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Weapon#resetShots()
  • References/Game Development/Phaser/Arcade Physics/Weapon

resetShots(newLimit) → {Phaser

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Physics.Arcade.Body#friction
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

friction : Phaser.Point The amount of movement that

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Physics.Arcade.Body#bottom
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

[readonly] bottom : number The bottom value of this Body (same as Body.y + Body.height)

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Physics.Arcade.Body#worldBounce
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

worldBounce : Phaser.Point The elasticity of the Body

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

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

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