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

distanceToXY(displayObject, x, y, world) → {number} Find the distance

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

dirty : boolean If this Body in a preUpdate (true) or postUpdate (false) state? Source

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

getBounds(obj) → {object} Returns the bounds of this physics body. Only used internally by

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

acceleration : Phaser.Point The acceleration is the

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

bulletAnimation : string The string based name of the animation that the Bullet will be given on launch.This is set via Weapon

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

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

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

deltaAbsX() → {number} Returns the absolute delta x value. Returns

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

forEach(callback, callbackContext, args) → {

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

addBulletAnimation(name, frames, frameRate, loop, useNumeri

2025-01-10 15:47:30