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

[readonly] id : number The ID of this Tile. Source

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

shape : Object A local reference to the body shape. Source code:

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

type : number The type of physics system this body belongs to. Source code:

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

destroy() Destroys this Tiles reference to Body and System. Source code:

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

integrate() Updates this AABBs position. Source code:

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

bounds : Phaser.Rectangle The bounds inside

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