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

accelerateToObject(displayObject, destination, speed, xSpeedMax, ySpeedMax)

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

customSeparateY : boolean This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate.

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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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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#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

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

distanceToPointer(displayObject, pointer, world) → {number}

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

fireRate : number The rate at which this Weapon can fire. The value is given in milliseconds.

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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

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

quadTree : Phaser.QuadTree The world QuadTree.

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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

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