Physics.Arcade#skipQuadTree
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

skipQuadTree : boolean If true the QuadTree will not be used for any collision. QuadTrees are great if objects are well spread

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

[readonly] position : Phaser.Point

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

setBoundsToWorld() Updates the size of this physics world to match the size of the game world.

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

setBulletBodyOffset(width, height, offsetX, offsetY) → {

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

fireAngle : integer The angle at which the bullets are fired. This can be a const such as Phaser.ANGLE_UPor it can be any

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

trackedSprite : Phaser.Sprite | Object The Sprite

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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

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

moveFrom(duration, speed, direction) → {boolean}

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

setBulletFrames(min, max, cycle, random) → {

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

onOverlap : Phaser.Signal A Signal that is dispatched

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