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

game : Phaser.Game Local reference to game.

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

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

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

reportCollisionVsBody(px, py, dx, dy, obj) Process a body collision and apply the resulting forces. Still very much WIP and doesn't

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

setBoundsToWorld() Updates the size of this physics world to match the size of the game world.

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