Physics.Arcade.Body#width

[readonly] width : number The calculated width of the physics body. Source code: physics/arcade/Body.js (Line 97)

Physics.Arcade.Body#wasTouching

wasTouching : Object This object is populated with previous touching values from the bodies previous collision. An object containing previous touching results. Source code: physics/arcade/Body.js (Line 383)

Physics.Arcade.Body#velocity

velocity : Phaser.Point The velocity, or rate of change in speed of the Body. Measured in pixels per second. Source code: physics/arcade/Body.js (Line 144)

Physics.Arcade.Body#type

type : number The type of physics system this body belongs to. Source code: physics/arcade/Body.js (Line 30)

Physics.Arcade.Body#touching

touching : Object This object is populated with boolean values when the Body collides with another.touching.up = true means the collision happened to the top of this Body for example. An object containing touching results. Source code: physics/arcade/Body.js (Line 377)

Physics.Arcade.Body#top

top : number The y position of the Body. The same as Body.y. Source code: physics/arcade/Body.js (Line 1356)

Physics.Arcade.Body#tilePadding

tilePadding : Phaser.Point If this is an especially small or fast moving object then it can sometimes skip over tilemap collisions if it moves through a tile in a step.Set this padding value to add extra padding to its bounds. tilePadding.x applied to its width, y to its height. Extra padding to be added to this sprite's dimensions when checking for tile collision. Source code: physics/arcade/Body.js (Line 397)

Physics.Arcade.Body#syncBounds

syncBounds : boolean If true the Body will check itself against the Sprite.getBounds() dimensions and adjust its width and height accordingly.If false it will compare its dimensions against the Sprite scale instead, and adjust its width height if the scale has changed.Typically you would need to enable syncBounds if your sprite is the child of a responsive display object such as a FlexLayer,or in any situation where the Sprite scale doesn't change, but its parents scale is effecting the dimen

Physics.Arcade.Body#stopVelocityOnCollide

stopVelocityOnCollide : boolean Set by the moveTo and moveFrom methods. Source code: physics/arcade/Body.js (Line 427)

Physics.Arcade.Body#stopMovement()

stopMovement(stopVelocity) If this Body is moving as a result of a call to moveTo or moveFrom (i.e. ithas Body.isMoving true), then calling this method will stop the movement beforeeither the duration or distance counters expire. The onMoveComplete signal is dispatched. Parameters Name Type Argument Description stopVelocity boolean <optional> Should the Body.velocity be set to zero? Source code: physics/arcade/Body.js (Line 681)