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

setZeroVelocity() Stops all movement of this body. Source code:

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

maxObjects : number Used by the QuadTree to set the maximum number of objects per quad.

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Physics.Ninja.Circle#oldpos
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

oldpos : Phaser.Point The position of this object in

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

new Body(system, sprite, type, id, radius, x,

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Physics.Ninja.Circle#pos
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

pos : Phaser.Point The position of this object.

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

separate(body1, body2) → {boolean} The core separation function to separate two physics bodies.

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

wasTouching : Object This object is populated with previous touching values from the bodies previous collision. An object containing

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

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

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

[readonly] right : number The right value of this Body (same as Body.x + Body.width)

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

enable(object, type, id, radius, children)

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