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

left : number The x position of the Body. The same as Body.x. Source

2025-01-10 15:47:30
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

2025-01-10 15:47:30
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#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.

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

bounce : Phaser.Point The elasticity of the Body when

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

getObjectsAtLocation(x, y, group, callback, callbackContext, callbackArg)

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

immovable : boolean An immovable Body will not receive any impacts from other bodies.

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

onMoveComplete : Phaser.Signal Listen for the completion

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

[readonly] sourceHeight : number The un-scaled original size.

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

getObjectsUnderPointer(pointer, group, callback, callbackContext) → {Array.<PIXI

2025-01-10 15:47:30