Physics.Arcade.Body#renderBodyInfo()

renderBodyInfo(body, x, y, color) Render Sprite Body Physics Data as text. Parameters Name Type Argument Default Description body Phaser.Physics.Arcade.Body The Body to render the info of. x number X position of the debug info to be rendered. y number Y position of the debug info to be rendered. color string <optional> 'rgb(255,255,255)' color of the debug info to be rendered. (format is css color string). Source code: physics/arcade/Body.js (Line 1470)

Physics.Arcade.Body#render()

render(context, body, color, filled) Render Sprite Body. Parameters Name Type Argument Default Description context object The context to render to. body Phaser.Physics.Arcade.Body The Body to render the info of. color string <optional> 'rgba(0,255,0,0.4)' color of the debug info to be rendered. (format is css color string). filled boolean <optional> true Render the objected as a filled (default, true) or a stroked (false) Source code: physics/arcade/Body.j

Physics.Arcade.Body#radius

[readonly] radius : number The radius of the circular collision shape this Body is using if Body.setCircle has been enabled.If you wish to change the radius then call setCircle again with the new value.If you wish to stop the Body using a circle then call setCircle with a radius of zero (or undefined). Source code: physics/arcade/Body.js (Line 55)

Physics.Arcade.Body#prev

[readonly] prev : Phaser.Point The previous position of the physics body. Source code: physics/arcade/Body.js (Line 72)

Physics.Arcade.Body#preRotation

[readonly] preRotation : number The previous rotation of the physics body. Source code: physics/arcade/Body.js (Line 91)

Physics.Arcade.Body#position

[readonly] position : Phaser.Point The position of the physics body. Source code: physics/arcade/Body.js (Line 66)

Physics.Arcade.Body#overlapY

overlapY : number When this body collides with another, the amount of overlap is stored here. The amount of vertical overlap during the collision. Source code: physics/arcade/Body.js (Line 343)

Physics.Arcade.Body#overlapX

overlapX : number When this body collides with another, the amount of overlap is stored here. The amount of horizontal overlap during the collision. Source code: physics/arcade/Body.js (Line 337)

Physics.Arcade.Body#overlapR

overlapR : number If Body.isCircle is true, and this body collides with another circular body, the amount of overlap is stored here. The amount of overlap during the collision. Source code: physics/arcade/Body.js (Line 349)

Physics.Arcade.Body#onWorldBounds

onWorldBounds : Phaser.Signal A Signal that is dispatched when this Body collides with the world bounds.Due to the potentially high volume of signals this could create it is disabled by default.To use this feature set this property to a Phaser.Signal: sprite.body.onWorldBounds = new Phaser.Signal()and it will be called when a collision happens, passing five arguments:onWorldBounds(sprite, up, down, left, right)where the Sprite is a reference to the Sprite that owns this Body, and the other ar