Physics.Arcade.Body#onWall()

onWall() → {boolean} Returns true if either side of this Body is in contact with either the world bounds or a tile. Returns boolean - True if in contact with either the world bounds or a tile. Source code: physics/arcade/Body.js (Line 1233)

Physics.Arcade.Body#onOverlap

onOverlap : Phaser.Signal A Signal that is dispatched when this Body overlaps with another Body. You still need to call game.physics.arcade.overlap in your update method in orderfor this signal to be dispatched. Usually you'd pass a callback to the overlap method, but this signal provides fora different level of notification. 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.onOverla

Physics.Arcade.Body#onMoveComplete

onMoveComplete : Phaser.Signal Listen for the completion of moveTo or moveFrom events. Source code: physics/arcade/Body.js (Line 462)

Physics.Arcade.Body#onFloor()

onFloor() → {boolean} Returns true if the bottom of this Body is in contact with either the world bounds or a tile. Returns boolean - True if in contact with either the world bounds or a tile. Source code: physics/arcade/Body.js (Line 1209)

Physics.Arcade.Body#onCollide

onCollide : Phaser.Signal A Signal that is dispatched when this Body collides with another Body. You still need to call game.physics.arcade.collide in your update method in orderfor this signal to be dispatched. Usually you'd pass a callback to the collide method, but this signal provides fora different level of notification. 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.onCollid

Physics.Arcade.Body#onCeiling()

onCeiling() → {boolean} Returns true if the top of this Body is in contact with either the world bounds or a tile. Returns boolean - True if in contact with either the world bounds or a tile. Source code: physics/arcade/Body.js (Line 1221)

Physics.Arcade.Body#offset

offset : Phaser.Point The offset of the Physics Body from the Sprite x/y position. Source code: physics/arcade/Body.js (Line 60)

Physics.Arcade.Body#newVelocity

[readonly] newVelocity : Phaser.Point The new velocity. Calculated during the Body.preUpdate and applied to its position. Source code: physics/arcade/Body.js (Line 150)

Physics.Arcade.Body#moveTo()

moveTo(duration, distance, direction) → {boolean} Note: This method is experimental, and may be changed or removed in a future release. This method moves the Body in the given direction, for the duration specified.It works by setting the velocity on the Body, and an internal distance counter.The distance is monitored each frame. When the distance equals the distancespecified in this call, the movement is stopped, and the Body.onMoveCompletesignal is dispatched. Movement also stops if the Body

Physics.Arcade.Body#moves

moves : boolean If you have a Body that is being moved around the world via a tween or a Group motion, but its local x/y position neveractually changes, then you should set Body.moves = false. Otherwise it will most likely fly off the screen.If you want the physics system to move the body around, then set moves to true. Set to true to allow the Physics system to move this Body, otherwise false to move it manually. Default Value true Source code: physics/arcade/Body.js (Line 315)