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

tile : Phaser.Physics.Ninja.Tile

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

collideAABBVsTile(tile) Collides this AABB against a Tile. Parameters

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

pos : Phaser.Point The position of this object.

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Physics.Ninja.AABB#projAABB_67DegS()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.AABB

projAABB_67DegS(x, y, obj, t) → {number} Resolves 67 Degree tile collision. Parameters

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

overlap(object1, object2, overlapCallback, processCallback, callbackContext)

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

enableTile(object, id, children) This will create a Ninja Physics Tile body

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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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