computeVelocity(axis, body, velocity, acceleration, drag, max) → {number}
fireAtSprite(sprite) → {Phaser.Bullet}
moveFrom(duration, speed, direction) → {boolean}
y : number The y position. Source code:
collide(object1, object2, collideCallback, processCallback, callbackContext)
[readonly] newVelocity : Phaser.Point
angleBetweenCenters(source, target) → {number} Find the angle in radians between centers of two
[static] BOTTOM_TOP : number A constant used for the sortDirection value.Use this if
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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