Physics.Arcade#sortTopBottom()

sortTopBottom(a, b) → {integer} A Sort function for sorting two bodies based on a TOP to BOTTOM sort direction. This is called automatically by World.sort Parameters Name Type Description a Phaser.Sprite The first Sprite to test. The Sprite must have an Arcade Physics Body. b Phaser.Sprite The second Sprite to test. The Sprite must have an Arcade Physics Body. Returns integer - A negative value if a > b, a positive value if a < b or 0 if a === b or the bodies are invalid. S

Physics.Arcade#sortRightLeft()

sortRightLeft(a, b) → {integer} A Sort function for sorting two bodies based on a RIGHT to LEFT sort direction. This is called automatically by World.sort Parameters Name Type Description a Phaser.Sprite The first Sprite to test. The Sprite must have an Arcade Physics Body. b Phaser.Sprite The second Sprite to test. The Sprite must have an Arcade Physics Body. Returns integer - A negative value if a > b, a positive value if a < b or 0 if a === b or the bodies are invalid. S

Physics.Arcade#sortLeftRight()

sortLeftRight(a, b) → {integer} A Sort function for sorting two bodies based on a LEFT to RIGHT sort direction. This is called automatically by World.sort Parameters Name Type Description a Phaser.Sprite The first Sprite to test. The Sprite must have an Arcade Physics Body. b Phaser.Sprite The second Sprite to test. The Sprite must have an Arcade Physics Body. Returns integer - A negative value if a > b, a positive value if a < b or 0 if a === b or the bodies are invalid. S

Physics.Arcade#sortDirection

sortDirection : number Used when colliding a Sprite vs. a Group, or a Group vs. a Group, this defines the direction the sort is based on. Default is Phaser.Physics.Arcade.LEFT_RIGHT. Source code: physics/arcade/World.js (Line 62)

Physics.Arcade#sortBottomTop()

sortBottomTop(a, b) → {integer} A Sort function for sorting two bodies based on a BOTTOM to TOP sort direction. This is called automatically by World.sort Parameters Name Type Description a Phaser.Sprite The first Sprite to test. The Sprite must have an Arcade Physics Body. b Phaser.Sprite The second Sprite to test. The Sprite must have an Arcade Physics Body. Returns integer - A negative value if a > b, a positive value if a < b or 0 if a === b or the bodies are invalid. S

Physics.Arcade#sort()

sort(group, sortDirection) This method will sort a Groups hash array. If the Group has physicsSortDirection set it will use the sort direction defined. Otherwise if the sortDirection parameter is undefined, or Group.physicsSortDirection is null, it will use Phaser.Physics.Arcade.sortDirection. By changing Group.physicsSortDirection you can customise each Group to sort in a different order. Parameters Name Type Argument Description group Phaser.Group The Group to sort. sortDirection inte

Physics.Arcade#skipQuadTree

skipQuadTree : boolean If true the QuadTree will not be used for any collision. QuadTrees are great if objects are well spread out in your game, otherwise they are a performance hit. If you enable this you can disable on a per body basis via Body.skipQuadTree. Source code: physics/arcade/World.js (Line 67)

Physics.Arcade#setBoundsToWorld()

setBoundsToWorld() Updates the size of this physics world to match the size of the game world. Source code: physics/arcade/World.js (Line 149)

Physics.Arcade#setBounds()

setBounds(x, y, width, height) Updates the size of this physics world. Parameters Name Type Description x number Top left most corner of the world. y number Top left most corner of the world. width number New width of the world. Can never be smaller than the Game.width. height number New height of the world. Can never be smaller than the Game.height. Source code: physics/arcade/World.js (Line 134)

Physics.Arcade#quadTree

quadTree : Phaser.QuadTree The world QuadTree. Source code: physics/arcade/World.js (Line 77)