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

bulletFrame : string | integer The Texture Frame that the Bullets use when rendering.Changing this has no effect on bullets

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

bulletClass : Object The Class of the bullets that are launched by this Weapon. Defaults Phaser.Bullet, but can be

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

drag : Phaser.Point The drag applied to the motion

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

resumeAll() → {Phaser.Weapon}

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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

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

bounds : Phaser.Rectangle The bounds inside

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

checkCollision : Object Set the checkCollision properties to control for which bounds collision is processed.For example

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

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

2025-01-10 15:47:30