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

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Weapon.KILL_DISTANCE
  • References/Game Development/Phaser/Arcade Physics/Weapon

[static] KILL_DISTANCE : integer A bulletKillType constant that automatically

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

pauseAll() → {Phaser.Weapon}

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

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

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

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

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

trackedPointer : Phaser.Pointer The Pointer currently

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