Physics.Ninja.AABB#projAABB_Half()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.AABB

projAABB_Half(x, y, obj, t) → {number} Resolves Half tile collision. Parameters

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Physics.Ninja.Body#facing
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

facing : number A const reference to the direction the Body is traveling or facing. Source

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Physics.Ninja#game
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja

game : Phaser.Game Local reference to game.

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Physics.Ninja.Circle#reportCollisionVsWorld()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

reportCollisionVsWorld(px, py, dx, dy, obj) Process a world collision and apply the resulting forces. Parameters

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Physics.Ninja.Body#sprite
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

sprite : Phaser.Sprite Reference to the parent Sprite

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Physics.Ninja#setBounds()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja

setBounds(x, y, width, height) Updates the size of this physics world. Parameters

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Physics.Ninja.Tile#Tile
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Tile

new Tile(body, x, y, width, height, type) Ninja Physics Tile constructor.A Tile is defined by its

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Physics.Ninja.Circle#projCircle_22DegS()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

projCircle_22DegS(x, y, oH, oV, obj, t) → {number} Resolves 22 Degree tile collision.

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Physics.Ninja.Body#friction
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

friction : number The friction applied to this object as it moves. Default

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Physics.Ninja.AABB#height
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.AABB

[readonly] height : number The height. Source

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