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

maxVelocity : Phaser.Point The maximum velocity in

2025-01-10 15:47:30
Weapon#bulletAngleVariance
  • References/Game Development/Phaser/Arcade Physics/Weapon

bulletAngleVariance : number This is a variance added to the angle of Bullets when they are fired.If you fire from an angle

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

fireAtPointer(pointer) → {Phaser.Bullet}

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

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

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

enable(object, children) This will create an Arcade Physics body on the given game object or array of

2025-01-10 15:47:30
Weapon#bulletWorldWrapPadding
  • References/Game Development/Phaser/Arcade Physics/Weapon

bulletWorldWrapPadding : integer If bulletWorldWrap is true then you can provide an optional padding value with this

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

[readonly] angle : number The angle of the Body's velocity in radians.

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

type : number The type of physics system this body belongs to. Source code:

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

accelerationFromRotation(rotation, speed, point) → {

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

[readonly] halfHeight : number The calculated height / 2 of the physics body.

2025-01-10 15:47:30