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

new Ninja(game) Ninja Physics. The Ninja Physics system was created in Flash by Metanet Software and ported to JavaScript by Richard

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Physics.Ninja.AABB#projAABB_67DegB()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.AABB

projAABB_67DegB(x, y, obj, t) → {number} Resolves 67 Degree tile collision. Parameters

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

[readonly] width : number The width. Source

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

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

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

projAABB_Convex(x, y, obj, t) → {number} Resolves Convex tile collision. Parameters

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

tile : Phaser.Physics.Ninja.Tile

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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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