trackPointer(pointer, offsetX, offsetY) → {
collide(object1, object2, collideCallback, processCallback, callbackContext)
moveFrom(duration, speed, direction) → {boolean}
onFire : Phaser.Signal The onFire Signal is dispatched
bulletAngleOffset : number An optional angle offset applied to the Bullets when they are launched.This is useful if for example
[static] BOTTOM_TOP : number A constant used for the sortDirection value.Use this if
angleBetweenCenters(source, target) → {number} Find the angle in radians between centers of two
getOverlapX(body1, body2, overlapOnly) → {float} Calculates the horizontal overlap between two Bodies
angleToXY(displayObject, x, y, world) → {number} Find the angle in
new TilemapCollision() The Arcade Physics Tile map collision methods. Source code:
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