Physics.Arcade#isPaused
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

isPaused : boolean If true the Body.preUpdate method will be skipped, halting all motion for all bodies

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

stopVelocityOnCollide : boolean Set by the moveTo and moveFrom methods.

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

checkCollision : Object Set the checkCollision properties to control for which bounds collision is processed.For example

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

fire(from, x, y) → {

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

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

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

bullets : Phaser.Group This is the Phaser.Group

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

debug(x, y, debugBodies) Uses Game.Debug

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Physics.Arcade#bounds
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

bounds : Phaser.Rectangle The bounds inside

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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.

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

bulletGravity : Phaser.Point This is the amount of

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