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

[readonly] angle : number The angle of the Body's velocity in radians.

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

[readonly] halfHeight : number The calculated height / 2 of the physics body.

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

sortTopBottom(a, b) → {integer} A Sort function for sorting two bodies based on a TOP to BOTTOM

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

bulletWorldWrap : boolean Should the Bullets wrap around the world bounds? This automatically callsWorld.wrap

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

maxVelocity : Phaser.Point The maximum velocity in

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

getOverlapY(body1, body2, overlapOnly) → {float} Calculates the vertical overlap between two Bodies

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

bulletKillDistance : number If you've set bulletKillType to Phaser.Weapon.KILL_DISTANCE this controls

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