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

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

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

resetShots(newLimit) → {Phaser

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

checkCollision : Object Set the checkCollision properties to control which directions collision is processed for this Body.

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

[readonly] position : Phaser.Point

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

computeVelocity(axis, body, velocity, acceleration, drag, max) → {number}

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

facing : number A const reference to the direction the Body is traveling or facing. Source

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

maxAngular : number The maximum angular velocity in degrees per second that the Body can reach.

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

x : number The x coordinate from which bullets are fired. This is the same as Weapon.fireFrom.x, andcan be overridden

2025-01-10 15:47:30