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

velocityFromRotation(rotation, speed, point) → {

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

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

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

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

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
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

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

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

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.

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

onMoveComplete : Phaser.Signal Listen for the completion

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