Physics.Ninja.Body#facing

facing : number A const reference to the direction the Body is traveling or facing. Source code: physics/ninja/Body.js (Line 106)

Physics.Ninja.Body#drag

drag : number The drag applied to this object as it moves. Default Value 1 Source code: physics/ninja/Body.js (Line 77)

Physics.Ninja.Body#destroy()

destroy() Destroys this body's reference to the sprite and system, and destroys its shape. Source code: physics/ninja/Body.js (Line 421)

Physics.Ninja.Body#deltaY()

deltaY() → {number} Returns the delta y value. The difference between Body.y now and in the previous step. Returns number - The delta value. Positive if the motion was downwards, negative if upwards. Source code: physics/ninja/Body.js (Line 411)

Physics.Ninja.Body#deltaX()

deltaX() → {number} Returns the delta x value. The difference between Body.x now and in the previous step. Returns number - The delta value. Positive if the motion was to the right, negative if to the left. Source code: physics/ninja/Body.js (Line 401)

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#deltaAbsX()

deltaAbsX() → {number} Returns the absolute delta x value. Returns number - The absolute delta value. Source code: physics/ninja/Body.js (Line 381)

Physics.Ninja.Body#collideWorldBounds

collideWorldBounds : boolean A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World. Should the Body collide with the World bounds? Source code: physics/ninja/Body.js (Line 118)

Physics.Ninja.Body#circle

circle : Phaser.Physics.Ninja.Circle The Circle object this body is using for collision. Source code: physics/ninja/Body.js (Line 64)

Physics.Ninja.Body#checkCollision

checkCollision : Object Set the checkCollision properties to control which directions collision is processed for this Body.For example checkCollision.up = false means it won't collide when the collision happened while moving up. An object containing allowed collision. Source code: physics/ninja/Body.js (Line 125)