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

deltaX() → {number} Returns the delta x value. The difference between Body.x now and in the previous

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

touching : Object This object is populated with boolean values when the Body collides with another.touching.up = true means

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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.

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

deltaAbsX() → {number} Returns the absolute delta x value. Returns

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

[readonly] speed : number The speed of this Body

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

collide(object1, object2, collideCallback, processCallback, callbackContext)

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

[readonly] height : number The height. Source

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

render(context, xOffset, yOffset, color, filled) Render this circle for debugging purposes. Parameters

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

body Properties: Name Type Description

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