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

maxObjects : number Used by the QuadTree to set the maximum number of objects per quad.

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

resumeAll() → {Phaser.Weapon}

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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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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

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

bulletFrame : string | integer The Texture Frame that the Bullets use when rendering.Changing this has no effect on bullets

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

trackedSprite : Phaser.Sprite | Object The Sprite

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

distanceBetween(source, target, world) → {number} Find the distance

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

drag : Phaser.Point The drag applied to the motion

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

onWall() → {boolean} Returns true if either side of this Body is in contact with either the world

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