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

moveTo(duration, distance, direction) → {boolean} Note: This method

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

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

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

getObjectsUnderPointer(pointer, group, callback, callbackContext) → {Array.<PIXI

2025-01-10 15:47:30
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

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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