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

setCircle(radius, offsetX, offsetY) Sets this

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

overlap(object1, object2, overlapCallback, processCallback, callbackContext)

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

new Body(sprite) The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than

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

killAll() → {Phaser.Weapon}

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

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

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

friction : Phaser.Point The amount of movement that

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

moveToXY(displayObject, x, y, speed, maxTime) → {number}

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

collideWorldBounds : boolean A Body can be set to collide against the World bounds automatically and rebound back into the World

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

velocityFromAngle(angle, speed, point) → {

2025-01-10 15:47:30