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

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

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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.

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

moveToPointer(displayObject, speed, pointer, maxTime)

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

fireAtXY(x, y) → {

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

[readonly] isCircle : boolean If true this Body is using circular collision detection

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Weapon#shots
  • References/Game Development/Phaser/Arcade Physics/Weapon

shots : number The total number of bullets this Weapon has fired so far.You can limit the number of shots allowed (via

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

gravity : Phaser.Point A local gravity applied to this

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

angularVelocity : number The angular velocity controls the rotation speed of the Body. It is measured in degrees per second.

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