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

onWorldBounds : Phaser.Signal A Signal that is dispatched

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

velocity : Phaser.Point The velocity, or rate of change

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

[readonly] prev : Phaser.Point

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

stopMovement(stopVelocity) If this Body is moving as a result of a call to moveTo or moveFrom

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Physics.Arcade.LEFT_RIGHT
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

[static] LEFT_RIGHT : number A constant used for the sortDirection value.Use this if

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

game : Phaser.Game Local reference to game.

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

customSeparateX : boolean This flag allows you to disable the custom x separation that takes place by Physics.Arcade.separate.

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

[static] KILL_CAMERA_BOUNDS : integer A bulletKillType constant that automatically

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

top : number The y position of the Body. The same as Body.y. Source

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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

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