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

y : number The y position. Source code:

2025-01-10 15:47:30
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

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

2025-01-10 15:47:30
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

2025-01-10 15:47:30
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

2025-01-10 15:47:30
Physics.Ninja.AABB#projAABB_22DegB()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.AABB

projAABB_22DegB(x, y, obj, t) → {number} Resolves 22 Degree tile collision. Parameters

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

clear() Sets this tile to be empty. Source code:

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

oldpos : Phaser.Point The position of this object in

2025-01-10 15:47:30