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

trackPointer(pointer, offsetX, offsetY) → {

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

collide(object1, object2, collideCallback, processCallback, callbackContext)

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

moveFrom(duration, speed, direction) → {boolean}

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

onFire : Phaser.Signal The onFire Signal is dispatched

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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.BOTTOM_TOP
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

[static] BOTTOM_TOP : number A constant used for the sortDirection value.Use this if

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

angleBetweenCenters(source, target) → {number} Find the angle in radians between centers of two

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

getOverlapX(body1, body2, overlapOnly) → {float} Calculates the horizontal overlap between two Bodies

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

angleToXY(displayObject, x, y, world) → {number} Find the angle in

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

new TilemapCollision() The Arcade Physics Tile map collision methods. Source code:

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