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

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

mass : number The mass of the Body. When two bodies collide their mass is used in the calculation to determine the exchange of

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

moveToXY(displayObject, x, y, speed, maxTime) → {number}

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

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

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

onCollide : Phaser.Signal A Signal that is dispatched

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

fireAtPointer(pointer) → {Phaser.Bullet}

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

enable(object, children) This will create an Arcade Physics body on the given game object or array of

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

bulletWorldWrapPadding : integer If bulletWorldWrap is true then you can provide an optional padding value with this

2025-01-10 15:47:30
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.

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

fireFrom : Phaser.Rectangle This is a Rectangle

2025-01-10 15:47:30