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

projCircle_Concave(x, y, oH, oV, obj, t) → {number} Resolves Concave tile collision.

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.Circle#projCircle_67DegS()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

projCircle_67DegS(x, y, oH, oV, obj, t) → {number} Resolves 67 Degree tile collision.

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

friction : number The friction applied to this object as it moves. Default

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

sprite : Phaser.Sprite Reference to the parent Sprite

2025-01-10 15:47:30
Physics.Ninja.AABB#projAABB_22DegS()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.AABB

projAABB_22DegS(x, y, obj, t) → {number} Resolves 22 Degree tile collision. Parameters

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#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#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.Circle#projCircle_22DegS()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

projCircle_22DegS(x, y, oH, oV, obj, t) → {number} Resolves 22 Degree tile collision.

2025-01-10 15:47:30