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

x : number The x position. Source code:

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

moves : boolean If you have a Body that is being moved around the world via a tween or a Group motion, but its local x/y position

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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

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

velocityFromRotation(rotation, speed, point) → {

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

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

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

intersects(body1, body2) → {boolean} Check for intersection against two bodies. Parameters

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

bulletFrameCycle : boolean If you've added a set of frames via Weapon.setBulletFrames then you can optionallychose

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

accelerateToXY(displayObject, x, y, speed, xSpeedMax, ySpeedMax)

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