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

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

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

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

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

[readonly] newVelocity : Phaser.Point

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

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

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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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