setType(id) Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API stub to
deltaAbsX() → {number} Returns the absolute delta x value. Returns
touching : Object This object is populated with boolean values when the Body collides with another.touching.up = true means
[readonly] speed : number The speed of this Body
x : number The x position. Source code:
projAABB_Half(x, y, obj, t) → {number} Resolves Half tile collision. Parameters
system : Phaser.Physics.Ninja
[readonly] height : number The height. Source
enableAABB(object, children) This will create a Ninja Physics AABB body on the given game object. Its
reportCollisionVsWorld(px, py, dx, dy, obj) Process a world collision and apply the resulting forces. Parameters
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