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

deltaY() → {number} Returns the delta y value. The difference between Body.y now and in the previous

2025-01-10 15:47:30
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

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

pos : Phaser.Point The position of this object.

2025-01-10 15:47:30
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.

2025-01-10 15:47:30
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

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

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

2025-01-10 15:47:30
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

2025-01-10 15:47:30
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)

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

enableBody(object) Creates a Ninja Physics body on the given game object.A game object can only have 1 physics body active at

2025-01-10 15:47:30
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

2025-01-10 15:47:30