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

accelerateToPointer(displayObject, pointer, speed, xSpeedMax,

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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.

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

createBullets(quantity, key, frame, group)

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

onCeiling() → {boolean} Returns true if the top of this Body is in contact with either the world

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

enableBody(object) Creates an Arcade Physics body on the given game object. A game object can only have 1 physics body active

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

movementCallback : Function Optional callback. If set, invoked during the running of moveTo or moveFrom

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Weapon.KILL_LIFESPAN
  • References/Game Development/Phaser/Arcade Physics/Weapon

[static] KILL_LIFESPAN : integer A bulletKillType constant that automatically

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

[readonly] speed : number The speed of the Body as calculated by its velocity.

2025-01-10 15:47:30