Weapon#createBullets()
  • References/Game Development/Phaser/Arcade Physics/Weapon

createBullets(quantity, key, frame, group)

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

sortDirection : number Used when colliding a Sprite vs. a Group, or a Group vs. a Group, this defines the direction the sort is

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

deltaMax : Phaser.Point The Sprite position is updated

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

onFireLimit : Phaser.Signal The onFireLimit Signal

2025-01-10 15:47:30