Physics.Arcade#gravity
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

gravity : Phaser.Point The World gravity setting. Defaults

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

[readonly] center : Phaser.Point

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

new Weapon(game, parent) The Weapon Plugin provides the ability to easily create a bullet pool and manager. Weapons fire Phaser

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

angleBetween(source, target, world) → {number} Find the angle in radians

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

wasTouching : Object This object is populated with previous touching values from the bodies previous collision. An object containing

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

game : Phaser.Game Local reference to game.

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

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

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

velocityFromRotation(rotation, speed, point) → {

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

angularAcceleration : number The angular acceleration is the rate of change of the angular velocity. Measured in degrees per second

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