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

[readonly] prev : Phaser.Point

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

game : Phaser.Game Local reference to game.

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Weapon.KILL_CAMERA_BOUNDS
  • References/Game Development/Phaser/Arcade Physics/Weapon

[static] KILL_CAMERA_BOUNDS : integer A bulletKillType constant that automatically

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

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

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

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

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