reportCollisionVsWorld(px, py, dx, dy) Process a world collision and apply the resulting forces. Parameters
velocity : Phaser.Point The velocity of this object
projCircle_Full(x, y, oH, oV, obj, t) → {number} Resolves Full tile collision. Parameters
clearTilemapLayerBodies(map, layer) Clears all physics bodies from the given TilemapLayer that were created
circleTileProjections : Object All of the collision response handlers. Source
collideWorldBounds() Collides this AABB against the world bounds. Source code:
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
convertTilemap(map, layer, slopeMap) → {array} Goes through all tiles in the given Tilemap and TilemapLayer
system : Phaser.Physics.Ninja
enableCircle(object, radius, children) This will create a Ninja Physics Circle body on the given game
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