Physics.Arcade.Body#angularDrag

angularDrag : number The drag applied during the rotation of the Body. Measured in degrees per second squared. Source code: physics/arcade/Body.js (Line 270)

Physics.Arcade.Body#angularAcceleration

angularAcceleration : number The angular acceleration is the rate of change of the angular velocity. Measured in degrees per second squared. Source code: physics/arcade/Body.js (Line 264)

Physics.Arcade.Body#angle

[readonly] angle : number The angle of the Body's velocity in radians. Source code: physics/arcade/Body.js (Line 288)

Physics.Arcade.Body#allowRotation

allowRotation : boolean Allow this Body to be rotated? (via angularVelocity, etc) Default Value true Source code: physics/arcade/Body.js (Line 78)

Physics.Arcade.Body#allowGravity

allowGravity : boolean Allow this Body to be influenced by gravity? Either world or local. Default Value true Source code: physics/arcade/Body.js (Line 171)

Physics.Arcade.Body#acceleration

acceleration : Phaser.Point The acceleration is the rate of change of the velocity. Measured in pixels per second squared. Source code: physics/arcade/Body.js (Line 160)

Physics.Arcade#worldAngleToPointer()

worldAngleToPointer(displayObject, pointer) → {number} Find the angle in radians between a display object (like a Sprite) and a Pointer,taking their x/y and center into account relative to the world. Parameters Name Type Argument Description displayObject any The DisplayObjerct to test from. pointer Phaser.Pointer <optional> The Phaser.Pointer to test to. If none is given then Input.activePointer is used. Returns number - The angle in radians between displayObject.world.x/

Physics.Arcade#velocityFromRotation()

velocityFromRotation(rotation, speed, point) → {Phaser.Point} Given the rotation (in radians) and speed calculate the velocity and return it as a Point object, or set it to the given point object.One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object. Parameters Name Type Argument Default Description rotation number The angle in radians. speed number <optional> 6

Physics.Arcade#velocityFromAngle()

velocityFromAngle(angle, speed, point) → {Phaser.Point} Given the angle (in degrees) and speed calculate the velocity and return it as a Point object, or set it to the given point object.One way to use this is: velocityFromAngle(angle, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object. Parameters Name Type Argument Default Description angle number The angle in degrees calculated in clockwise positive direction (down = 90

Physics.Arcade#updateMotion()

updateMotion(The) Called automatically by a Physics body, it updates all motion related values on the Body unless World.isPaused is true. Parameters Name Type Description The Phaser.Physics.Arcade.Body Body object to be updated. Source code: physics/arcade/World.js (Line 240)