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

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

2025-01-10 15:47:30
Physics.Ninja.Body#deltaAbsX()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

deltaAbsX() → {number} Returns the absolute delta x value. Returns

2025-01-10 15:47:30
Physics.Ninja.Body#touching
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

touching : Object This object is populated with boolean values when the Body collides with another.touching.up = true means

2025-01-10 15:47:30
Physics.Ninja.Body#speed
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

[readonly] speed : number The speed of this Body

2025-01-10 15:47:30
Physics.Ninja.Body#x
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

x : number The x position. Source code:

2025-01-10 15:47:30
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

2025-01-10 15:47:30
Physics.Ninja.Tile#system
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Tile

system : Phaser.Physics.Ninja

2025-01-10 15:47:30
Physics.Ninja.Tile#height
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Tile

[readonly] height : number The height. Source

2025-01-10 15:47:30
Physics.Ninja#enableAABB()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja

enableAABB(object, children) This will create a Ninja Physics AABB body on the given game object. Its

2025-01-10 15:47:30
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

2025-01-10 15:47:30