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

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

autoExpandBulletsGroup : boolean Should the bullet pool run out of bullets (i.e. they are all in flight) then thisboolean

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

destroy() Destroys this Body. First it calls Group.removeFromHash if the Game Object this Body belongs to is part of a Group

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

sprite : Phaser.Sprite Reference to the parent Sprite

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

bulletSpeed : number The speed at which the bullets are fired. This value is given in pixels per second, andis used to set

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

bullets : Phaser.Group This is the Phaser.Group

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

setSize(width, height, offsetX, offsetY) You can modify the size of the

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

bulletGravity : Phaser.Point This is the amount of

2025-01-10 15:47:30
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