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

velocity : Phaser.Point The velocity of this object

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

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

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

clearTilemapLayerBodies(map, layer) Clears all physics bodies from the given TilemapLayer that were created

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

circleTileProjections : Object All of the collision response handlers. Source

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

collideWorldBounds() Collides this AABB against the world bounds. Source code:

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

bounce : number The bounciness of this object when it collides. A value between 0 and 1. We recommend setting it to 0.999 to avoid

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

convertTilemap(map, layer, slopeMap) → {array} Goes through all tiles in the given Tilemap and TilemapLayer

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

system : Phaser.Physics.Ninja

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

enableCircle(object, radius, children) This will create a Ninja Physics Circle body on the given game

2025-01-10 15:47:30