Physics.Ninja.AABB#reverse()

reverse() Source code: physics/ninja/AABB.js (Line 216)

Physics.Ninja.AABB#resolveTile()

resolveTile(x, y, body, tile) → {boolean} Resolves tile collision. Parameters Name Type Description x number Penetration depth on the x axis. y number Penetration depth on the y axis. body Phaser.Physics.Ninja.AABB The AABB involved in the collision. tile Phaser.Physics.Ninja.Tile The Tile involved in the collision. Returns boolean - True if the collision was processed, otherwise false. Source code: physics/ninja/AABB.js (Line 467)

Physics.Ninja.AABB#reportCollisionVsWorld()

reportCollisionVsWorld(px, py, dx, dy) Process a world collision and apply the resulting forces. Parameters Name Type Description px number The tangent velocity py number The tangent velocity dx number Collision normal dy number Collision normal Source code: physics/ninja/AABB.js (Line 202)

Physics.Ninja.AABB#reportCollisionVsBody()

reportCollisionVsBody(px, py, dx, dy, obj) Process a body collision and apply the resulting forces. Still very much WIP and doesn't work fully. Feel free to fix! Parameters Name Type Description px number The tangent velocity py number The tangent velocity dx number Collision normal dy number Collision normal obj number Object this AABB collided with Source code: physics/ninja/AABB.js (Line 248)

Physics.Ninja.AABB#reportCollision()

reportCollision(px, py, dx, dy) Process a collision partner-agnostic collision response and apply the resulting forces. Parameters Name Type Description px number The tangent velocity py number The tangent velocity dx number Collision normal dy number Collision normal Source code: physics/ninja/AABB.js (Line 128)

Physics.Ninja.AABB#render()

render(context, xOffset, yOffset, color, filled) Render this AABB for debugging purposes. Parameters Name Type Description context object The context to render to. xOffset number X offset from AABB's position to render at. yOffset number Y offset from AABB's position to render at. color string color of the debug shape to be rendered. (format is css color string). filled boolean Render the shape as solid (true) or hollow (false). Source code: physics/ninja/AABB.js (Line 1003)

Physics.Ninja.AABB#projAABB_Half()

projAABB_Half(x, y, obj, t) → {number} Resolves Half tile collision. Parameters Name Type Description x number Penetration depth on the x axis. y number Penetration depth on the y axis. obj Phaser.Physics.Ninja.AABB The AABB involved in the collision. t Phaser.Physics.Ninja.Tile The Tile involved in the collision. Returns number - The result of the collision. Source code: physics/ninja/AABB.js (Line 510)

Physics.Ninja.AABB#projAABB_Full()

projAABB_Full(x, y, obj, t) → {number} Resolves Full tile collision. Parameters Name Type Description x number Penetration depth on the x axis. y number Penetration depth on the y axis. obj Phaser.Physics.Ninja.AABB The AABB involved in the collision. t Phaser.Physics.Ninja.Tile The Tile involved in the collision. Returns number - The result of the collision. Source code: physics/ninja/AABB.js (Line 491)

Physics.Ninja.AABB#projAABB_Convex()

projAABB_Convex(x, y, obj, t) → {number} Resolves Convex tile collision. Parameters Name Type Description x number Penetration depth on the x axis. y number Penetration depth on the y axis. obj Phaser.Physics.Ninja.AABB The AABB involved in the collision. t Phaser.Physics.Ninja.Tile The Tile involved in the collision. Returns number - The result of the collision. Source code: physics/ninja/AABB.js (Line 885)

Physics.Ninja.AABB#projAABB_Concave()

projAABB_Concave(x, y, obj, t) → {number} Resolves Concave tile collision. Parameters Name Type Description x number Penetration depth on the x axis. y number Penetration depth on the y axis. obj Phaser.Physics.Ninja.AABB The AABB involved in the collision. t Phaser.Physics.Ninja.Tile The Tile involved in the collision. Returns number - The result of the collision. Source code: physics/ninja/AABB.js (Line 935)