Physics.Arcade.TOP_BOTTOM

[static] TOP_BOTTOM : number A constant used for the sortDirection value.Use this if your game world is narrow but tall and scrolls from the top to the bottom (i.e. Dig Dug) Source code: physics/arcade/World.js (Line 122)

Physics.Arcade.TilemapCollision#TILE_BIAS

TILE_BIAS : number A value added to the delta values during collision with tiles. Adjust this if you get tunneling. Source code: physics/arcade/TilemapCollision.js (Line 20)

Physics.Arcade.TilemapCollision#TilemapCollision

new TilemapCollision() The Arcade Physics Tile map collision methods. Source code: physics/arcade/TilemapCollision.js (Line 13)

Physics.Arcade.SORT_NONE

[static] SORT_NONE : number A constant used for the sortDirection value.Use this if you don't wish to perform any pre-collision sorting at all, or will manually sort your Groups. Source code: physics/arcade/World.js (Line 98)

Physics.Arcade.RIGHT_LEFT

[static] RIGHT_LEFT : number A constant used for the sortDirection value.Use this if your game world is wide but short and scrolls from the right to the left (i.e. Mario backwards) Source code: physics/arcade/World.js (Line 114)

Physics.Arcade.LEFT_RIGHT

[static] LEFT_RIGHT : number A constant used for the sortDirection value.Use this if your game world is wide but short and scrolls from the left to the right (i.e. Mario) Source code: physics/arcade/World.js (Line 106)

Physics.Arcade.BOTTOM_TOP

[static] BOTTOM_TOP : number A constant used for the sortDirection value.Use this if your game world is narrow but tall and scrolls from the bottom to the top (i.e. Commando or a vertically scrolling shoot-em-up) Source code: physics/arcade/World.js (Line 130)

Physics.Arcade.Body#y

y : number The y position. Source code: physics/arcade/Body.js (Line 1404)

Physics.Arcade.Body#x

x : number The x position. Source code: physics/arcade/Body.js (Line 1385)

Physics.Arcade.Body#worldBounce

worldBounce : Phaser.Point The elasticity of the Body when colliding with the World bounds.By default this property is null, in which case Body.bounce is used instead. Set this propertyto a Phaser.Point object in order to enable a World bounds specific bounce value. Source code: physics/arcade/Body.js (Line 189)