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#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.

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

embedded : boolean If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each

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

createBullets(quantity, key, frame, group)

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

bulletKillType : integer This controls how the bullets will be killed. The default is Phaser.Weapon.KILL_WORLD_BOUNDS

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

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

overlapX : number When this body collides with another, the amount of overlap is stored here. The amount of horizontal overlap

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

rotation : number The Body's rotation in degrees, as calculated by its angularVelocity and angularAcceleration. Please understand

2025-01-10 15:47:30