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

allowRotation : boolean Allow this Body to be rotated? (via angularVelocity, etc) Default

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

worldBounce : Phaser.Point The elasticity of the Body

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

touching : Object This object is populated with boolean values when the Body collides with another.touching.up = true means

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

enable : boolean A disabled body won't be checked for any form of collision or overlap or have its pre/post updates run.

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

killAll() → {Phaser.Weapon}

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

bulletRotateToVelocity : boolean Bullets can optionally adjust their rotation in-flight to match their velocity.This can

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

fireFrom : Phaser.Rectangle This is a Rectangle

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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