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

[readonly] bottom : number The bottom value of this Body (same as Body.y + Body.height)

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

velocity : Phaser.Point The velocity in pixels per

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

integrate() Updates this AABBs position. Source code:

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

integrate() Updates this objects position. Source code:

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

collideCircleVsTile(t) → {boolean} Collides this Circle with a Tile. Parameters

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

[readonly] width : number The width. Source

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Physics.Ninja.AABB#projAABB_45Deg()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.AABB

projAABB_45Deg(x, y, obj, t) → {number} Resolves 45 Degree tile collision. Parameters

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

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

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

render(context, body, color, filled) Render Sprite's Body. Parameters

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

immovable : boolean An immovable Body will not receive any impacts from other bodies. Not fully implemented.

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