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

accelerateToPointer(displayObject, pointer, speed, xSpeedMax,

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

bounds : Phaser.Rectangle This Rectangle defines

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

setBounds(x, y, width, height) Updates the size of this physics world. Parameters

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

maxLevels : number Used by the QuadTree to set the maximum number of iteration levels.

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

[static] KILL_WORLD_BOUNDS : integer A bulletKillType constant that automatically

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