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

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

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

deltaAbsY() → {number} Returns the absolute delta y value. Returns

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

moveToObject(displayObject, destination, speed, maxTime) → {number}

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

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

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

gravity : Phaser.Point The World gravity setting. Defaults

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

movementCallbackContext : Object Context in which to call the movementCallback. Source

2025-01-10 15:47:30
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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