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

drag : Phaser.Point The drag applied to the motion

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

new Arcade(game) The Arcade Physics world. Contains Arcade Physics related collision, overlap and motion methods. Parameters

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

onOverlap : Phaser.Signal A Signal that is dispatched

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

bulletAngleOffset : number An optional angle offset applied to the Bullets when they are launched.This is useful if for example

2025-01-10 15:47:30
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.

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

trackedPointer : Phaser.Pointer The Pointer currently

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

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

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

resumeAll() → {Phaser.Weapon}

2025-01-10 15:47:30
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.

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

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

2025-01-10 15:47:30