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

quadTree : Phaser.QuadTree The world QuadTree.

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

renderBodyInfo(body, x, y, color) Render Sprite Body Physics Data as text. Parameters

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

trackOffset : Phaser.Point The Track Offset is a Point

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

deltaZ() → {number} Returns the delta z value. The difference between Body.rotation now and in the

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

sortBottomTop(a, b) → {integer} A Sort function for sorting two bodies based on a BOTTOM to TOP

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

render(context, body, color, filled) Render Sprite Body. Parameters

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

TILE_BIAS : number A value added to the delta values during collision with tiles. Adjust this if you get tunneling.

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

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

2025-01-10 15:47:30