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

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

reset(x, y) Resets all Body values (velocity, acceleration, rotation, etc) Parameters

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

angleToPointer(displayObject, pointer, world) → {number}

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

[static] KILL_DISTANCE : integer A bulletKillType constant that automatically

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

offset : Phaser.Point The offset of the Physics Body

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

overlapY : number When this body collides with another, the amount of overlap is stored here. The amount of vertical overlap during

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

[readonly] position : Phaser.Point

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

bulletClass : Object The Class of the bullets that are launched by this Weapon. Defaults Phaser.Bullet, but can be

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

fireLimit : number The maximum number of shots that this Weapon is allowed to fire before it stops.When the limit is his

2025-01-10 15:47:30