new Arcade(game) The Arcade Physics world. Contains Arcade Physics related collision, overlap and motion methods. Parameters
[static] KILL_DISTANCE : integer A bulletKillType constant that automatically
blocked : Object This object is populated with boolean values when the Body collides with the World bounds or a Tile.For
fireAngle : integer The angle at which the bullets are fired. This can be a const such as Phaser.ANGLE_UPor it can be any
pauseAll() → {Phaser.Weapon}
worldAngleToPointer(displayObject, pointer) → {number} Find the angle
skipQuadTree : boolean If true the QuadTree will not be used for any collision. QuadTrees are great if objects are well spread
setBulletBodyOffset(width, height, offsetX, offsetY) → {
setBulletFrames(min, max, cycle, random) → {
trackedPointer : Phaser.Pointer The Pointer currently
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