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

[readonly] width : number The width of this Body

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

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

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

destroy() Destroys this AABB's reference to Body and System Source code:

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

[readonly] bottom : number The bottom value of this Body (same as Body.y + Body.height)

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

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

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Physics.Ninja.Circle#projCircle_22DegB()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

projCircle_22DegB(x, y, oH, oV, obj, t) → {number} Resolves 22 Degree tile collision.

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