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#projCircle_67DegB()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

projCircle_67DegB(x, y, oH, oV, obj, t) → {number} Resolves 67 Degree tile collision.

2025-01-10 15:47:30
Physics.Ninja.Circle#projCircle_67DegS()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

projCircle_67DegS(x, y, oH, oV, obj, t) → {number} Resolves 67 Degree tile collision.

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

render(context, xOffset, yOffset, color, filled) Render this circle for debugging purposes. Parameters

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

[readonly] height : number The height. Source

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

collideWorldBounds() Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API

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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.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