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

[readonly] yw Properties: Name Type

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

collideWorldBounds() Collides this Circle against the world bounds. Source code:

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

maxSpeed : number The maximum speed this body can travel at (taking drag and friction into account)

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

y : number The y position. Source code:

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

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

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

velocity : Phaser.Point The velocity of this object

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

[readonly] height : number The height. Source

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

collideWorldBounds : boolean A Body can be set to collide against the World bounds automatically and rebound back into the World

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

pos : Phaser.Point The position of this object.

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

gravityScale : number How much of the world gravity should be applied to this object? 1 = all of it, 0.5 = 50%, etc.

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