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

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

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

system : Phaser.Physics.Ninja

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Physics.Ninja.Circle#projCircle_45Deg()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

projCircle_45Deg(x, y, oH, oV, obj, t) → {number} Resolves 45 Degree tile collision.

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

velocity : Phaser.Point The velocity of this object

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

resolveCircleTile(x, y, oH, oV, obj, t) → {number} Resolves tile collision. Parameters

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