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#body
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

body Properties: Name Type Description

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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

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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

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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.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

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

x : number The x position. Source code:

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

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

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

reset() Resets all Body values and repositions on the Sprite. Source code:

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