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

allowGravity : boolean Allow this Body to be influenced by gravity? Either world or local.

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

OVERLAP_BIAS : number A value added to the delta values during collision checks. Source

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

circleBodyIntersects(circle, body) → {boolean} Checks to see if a circular Body intersects with

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

bullets : Phaser.Group This is the Phaser.Group

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

fireRateVariance : number This is a modifier that is added to the fireRate each update to add varietyto the

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

[static] KILL_NEVER : integer A bulletKillType constant that stops the bullets

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

skipQuadTree : boolean If true and you collide this Sprite against a Group, it will disable the collision check from using a QuadTree

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

onFloor() → {boolean} Returns true if the bottom of this Body is in contact with either the world

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

[readonly] newVelocity : Phaser.Point

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

quadTree : Phaser.QuadTree The world QuadTree.

2025-01-10 15:47:30