enable(object, children) This will create an Arcade Physics body on the given game object or array of
[readonly] height : number The calculated height of the physics body.
resetShots(newLimit) → {Phaser
checkCollision : Object Set the checkCollision properties to control which directions collision is processed for this Body.
getOverlapY(body1, body2, overlapOnly) → {float} Calculates the vertical overlap between two Bodies
[readonly] position : Phaser.Point
computeVelocity(axis, body, velocity, acceleration, drag, max) → {number}
facing : number A const reference to the direction the Body is traveling or facing. Source
maxAngular : number The maximum angular velocity in degrees per second that the Body can reach.
x : number The x coordinate from which bullets are fired. This is the same as Weapon.fireFrom.x, andcan be overridden
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