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

[readonly] bottom : number The bottom value of this Body (same as Body.y + Body.height)

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

velocityFromAngle(angle, speed, point) → {

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

getOverlapY(body1, body2, overlapOnly) → {float} Calculates the vertical overlap between two Bodies

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

hitTest(x, y) → {boolean} Tests if a world point lies within this Body. Parameters

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Weapon#resetShots()
  • References/Game Development/Phaser/Arcade Physics/Weapon

resetShots(newLimit) → {Phaser

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

[readonly] height : number The calculated height of the physics body.

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

mass : number The mass of the Body. When two bodies collide their mass is used in the calculation to determine the exchange of

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

sortTopBottom(a, b) → {integer} A Sort function for sorting two bodies based on a TOP to BOTTOM

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

onCollide : Phaser.Signal A Signal that is dispatched

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

[readonly] preRotation : number The previous rotation of the physics body.

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