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.

2025-01-10 15:47:30
Physics.Ninja.Body#velocity
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

velocity : Phaser.Point The velocity in pixels per

2025-01-10 15:47:30
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.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

2025-01-10 15:47:30
Physics.Ninja#separate()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja

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

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

deltaY() → {number} Returns the delta y value. The difference between Body.y now and in the previous

2025-01-10 15:47:30
Physics.Ninja.AABB#projAABB_Concave()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.AABB

projAABB_Concave(x, y, obj, t) → {number} Resolves Concave tile collision. Parameters

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

destroy() Destroys this body's reference to the sprite and system, and destroys its shape.

2025-01-10 15:47:30
Physics.Ninja.AABB#aabbTileProjections
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.AABB

aabbTileProjections : Object All of the collision response handlers. Source

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

[readonly] xw : number Half the width. Source

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