Physics.Ninja.Body#deltaAbsY()

deltaAbsY() → {number} Returns the absolute delta y value. Returns number - The absolute delta value. Source code: physics/ninja/Body.js (Line 391)

Physics.Ninja.Body#Body

new Body(system, sprite, type, id, radius, x, y, width, height) The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather thanthe Sprite itself. For example you can set the velocity, bounce values etc all on the Body. Parameters Name Type Argument Default Description system Phaser.Physics.Ninja The physics system this Body belongs to. sprite Phaser.Sprite The Sprite object this physics body belongs to. type number <opt

Physics.P2#convertCollisionObjects()

convertCollisionObjects(map, layer, addToWorld) → {array} Converts all of the polylines objects inside a Tiled ObjectGroup into physics bodies that are added to the world.Note that the polylines must be created in such a way that they can withstand polygon decomposition. Parameters Name Type Argument Default Description map Phaser.Tilemap The Tilemap to get the map data from. layer number | string | Phaser.TilemapLayer <optional> The layer to operate on. If not given will de

Physics.P2.BodyDebug#moveUp()

moveUp(child) → {any} Moves the given child up one place in this group unless it's already at the top. Parameters Name Type Description child any The child to move up in the group. Returns any - The child that was moved. Inherited From Phaser.Group#moveUp Source code: core/Group.js (Line 945)

global#on()

on(eventName, callback) Register a new EventListener for the given event. Parameters Name Type Description eventName String Name of the event. callback Functon fn Callback function. Source code: plugins/path/EventTarget.js (Line 107)

Group#getLocalBounds()

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer as a rectangle without any transformations. The calculation takes all visible children into consideration. Returns Rectangle - The rectangular bounding area Inherited From PIXI.DisplayObjectContainer#getLocalBounds Source code: pixi/display/DisplayObjectContainer.js (Line 437)

Creature#name

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant as a game level property. Inherited From Phaser.Component.Core#name Source code: gameobjects/components/Core.js (Line 150)

Filter#destroy()

destroy() Clear down this Filter and null out references Source code: core/Filter.js (Line 203)

Graphics#arc()

arc(cx, cy, radius, startAngle, endAngle, anticlockwise, segments) → {PIXI.Graphics} The arc method creates an arc/curve (used to create circles, or parts of circles). Parameters Name Type Description cx Number The x-coordinate of the center of the circle cy Number The y-coordinate of the center of the circle radius Number The radius of the circle startAngle Number The starting angle, in radians (0 is at the 3 o'clock position of the arc's circle) endAngle Number The ending angle,

Physics.P2#enableBody()

enableBody(object, debug) Creates a P2 Physics body on the given game object.A game object can only have 1 physics body active at any one time, and it can't be changed until the body is nulled. Parameters Name Type Description object object The game object to create the physics body on. A body will only be created if this object has a null body property. debug boolean Create a debug object to go with this body? Source code: physics/p2/World.js (Line 372)