Physics.Arcade.Body#customSeparateY

customSeparateY : boolean This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate.Used in combination with your own collision processHandler you can create whatever type of collision response you need. Use a custom separation system or the built-in one? Source code: physics/arcade/Body.js (Line 331)

Physics.Arcade.Body#customSeparateX

customSeparateX : boolean This flag allows you to disable the custom x separation that takes place by Physics.Arcade.separate.Used in combination with your own collision processHandler you can create whatever type of collision response you need. Use a custom separation system or the built-in one? Source code: physics/arcade/Body.js (Line 323)

Physics.Arcade.Body#collideWorldBounds

collideWorldBounds : boolean A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World. Should the Body collide with the World bounds? Source code: physics/arcade/Body.js (Line 361)

Physics.Arcade.Body#checkCollision

checkCollision : Object Set the checkCollision properties to control which directions collision is processed for this Body.For example checkCollision.up = false means it won't collide when the collision happened while moving up.If you need to disable a Body entirely, use body.enable = false, this will also disable motion.If you need to disable just collision and/or overlap checks, but retain motion, set checkCollision.none = true. An object containing allowed collision. Source code: physics/

Physics.Arcade.Body#center

[readonly] center : Phaser.Point The center coordinate of the Physics Body. Source code: physics/arcade/Body.js (Line 139)

Physics.Arcade.Body#bounce

bounce : Phaser.Point The elasticity of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity. Source code: physics/arcade/Body.js (Line 181)

Physics.Arcade.Body#bottom

[readonly] bottom : number The bottom value of this Body (same as Body.y + Body.height) Source code: physics/arcade/Body.js (Line 1370)

Physics.Arcade.Body#Body

new Body(sprite) The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather thanthe Sprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body. Parameters Name Type Description sprite Phaser.Sprite The Sprite object this physics body belongs to. Source code: physics/arcade/Body.js (Line 15)

Physics.Arcade.Body#blocked

blocked : Object This object is populated with boolean values when the Body collides with the World bounds or a Tile.For example if blocked.up is true then the Body cannot move up. An object containing on which faces this Body is blocked from moving, if any. Source code: physics/arcade/Body.js (Line 390)

Physics.Arcade.Body#angularVelocity

angularVelocity : number The angular velocity controls the rotation speed of the Body. It is measured in degrees per second. Source code: physics/arcade/Body.js (Line 258)