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

bounds : Phaser.Rectangle The bounds inside

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

[readonly] yw Properties: Name Type

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

maxObjects : number Used by the QuadTree to set the maximum number of objects per quad.

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

oldpos : Phaser.Point The position of this object in

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

reportCollisionVsWorld(px, py, dx, dy, obj) Process a world collision and apply the resulting forces. Parameters

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

system : Phaser.Physics.Ninja

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

separate(body1, body2) → {boolean} The core separation function to separate two physics bodies.

2025-01-10 15:47:30