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

[readonly] type : number The type of this Tile. Source

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

[readonly] height : number The height. Source

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

deltaAbsY() → {number} Returns the absolute delta y value. Returns

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

facing : number A const reference to the direction the Body is traveling or facing. Source

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

x : number The x position. Source code:

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

setBounds(x, y, width, height) Updates the size of this physics world. Parameters

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

maxLevels : number Used by the QuadTree to set the maximum number of iteration levels.

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

enableAABB(object, children) This will create a Ninja Physics AABB body on the given game object. Its

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

collideWorldBounds() Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API

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

setType(id) Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API stub to

2025-01-10 15:47:30