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

[readonly] halfWidth : number The calculated width / 2 of the physics body.

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

y : number The y position. Source code:

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

blocked : Object This object is populated with boolean values when the Body collides with the World bounds or a Tile.For

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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

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

worldAngleToPointer(displayObject, pointer) → {number} Find the angle

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

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

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

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

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

fireAtSprite(sprite) → {Phaser.Bullet}

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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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