Physics.Arcade.Body#sprite

sprite : Phaser.Sprite Reference to the parent Sprite. Source code: physics/arcade/Body.js (Line 20)

Physics.Arcade.Body#speed

[readonly] speed : number The speed of the Body as calculated by its velocity. Source code: physics/arcade/Body.js (Line 294)

Physics.Arcade.Body#sourceWidth

[readonly] sourceWidth : number The un-scaled original size. Source code: physics/arcade/Body.js (Line 109)

Physics.Arcade.Body#sourceHeight

[readonly] sourceHeight : number The un-scaled original size. Source code: physics/arcade/Body.js (Line 115)

Physics.Arcade.Body#skipQuadTree

skipQuadTree : boolean If true and you collide this Sprite against a Group, it will disable the collision check from using a QuadTree. Source code: physics/arcade/Body.js (Line 407)

Physics.Arcade.Body#setSize()

setSize(width, height, offsetX, offsetY) You can modify the size of the physics Body to be any dimension you need.This allows you to make it smaller, or larger, than the parent Sprite.You can also control the x and y offset of the Body. This is the position of theBody relative to the top-left of the Sprite texture. For example: If you have a Sprite with a texture that is 80x100 in size,and you want the physics body to be 32x32 pixels in the middle of the texture, you would do: setSize(32, 32,

Physics.Arcade.Body#setCircle()

setCircle(radius, offsetX, offsetY) Sets this Body as using a circle, of the given radius, for all collision detection instead of a rectangle.The radius is given in pixels and is the distance from the center of the circle to the edge. You can also control the x and y offset, which is the position of the Body relative to the top-left of the Sprite. To change a Body back to being rectangular again call Body.setSize. Note: Circular collision only happens with other Arcade Physics bodies, it does

Physics.Arcade.Body#rotation

rotation : number The Body's rotation in degrees, as calculated by its angularVelocity and angularAcceleration. Please understand that the collision Bodyitself never rotates, it is always axis-aligned. However these values are passed up to the parent Sprite and updates its rotation. Source code: physics/arcade/Body.js (Line 85)

Physics.Arcade.Body#right

[readonly] right : number The right value of this Body (same as Body.x + Body.width) Source code: physics/arcade/Body.js (Line 1341)

Physics.Arcade.Body#reset()

reset(x, y) Resets all Body values (velocity, acceleration, rotation, etc) Parameters Name Type Description x number The new x position of the Body. y number The new y position of the Body. Source code: physics/arcade/Body.js (Line 1130)