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
Physics.Arcade.BOTTOM_TOP
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

[static] BOTTOM_TOP : number A constant used for the sortDirection value.Use this if

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

overlapR : number If Body.isCircle is true, and this body collides with another circular body, the amount of overlap

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

[readonly] radius : number The radius of the circular collision shape this Body is using if

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

overlapX : number When this body collides with another, the amount of overlap is stored here. The amount of horizontal overlap

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

deltaY() → {number} Returns the delta y value. The difference between Body.y now and in the previous

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

angularDrag : number The drag applied during the rotation of the Body. Measured in degrees per second squared.

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

onFireLimit : Phaser.Signal The onFireLimit Signal

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

sortLeftRight(a, b) → {integer} A Sort function for sorting two bodies based on a LEFT to RIGHT

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

updateMotion(The) Called automatically by a Physics body, it updates all motion related values on the Body unless World.isPaused

2025-01-10 15:47:30