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.

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

forceX : boolean If true World.separate will always separate on the X axis before Y. Otherwise it will check gravity totals first

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

bulletInheritSpriteSpeed : boolean When a Bullet is fired it can optionally inherit the velocity of the trackedSprite

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

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

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

onKill : Phaser.Signal The onKill Signal is dispatched

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

addBulletAnimation(name, frames, frameRate, loop, useNumeri

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