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

angularVelocity : number The angular velocity controls the rotation speed of the Body. It is measured in degrees per second.

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

gravity : Phaser.Point A local gravity applied to this

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

fireAtXY(x, y) → {

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

type : number The type of physics system this body belongs to. Source code:

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

collideWorldBounds : boolean A Body can be set to collide against the World bounds automatically and rebound back into the World

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

accelerationFromRotation(rotation, speed, point) → {

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

moveToXY(displayObject, x, y, speed, maxTime) → {number}

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

friction : Phaser.Point The amount of movement that

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

new Body(sprite) The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than

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

[readonly] angle : number The angle of the Body's velocity in radians.

2025-01-10 15:47:30