Physics.Arcade#OVERLAP_BIAS

OVERLAP_BIAS : number A value added to the delta values during collision checks. Source code: physics/arcade/World.js (Line 51)

Physics.Arcade#overlap()

overlap(object1, object2, overlapCallback, processCallback, callbackContext) → {boolean} Checks for overlaps between two game objects. The objects can be Sprites, Groups or Emitters.You can perform Sprite vs. Sprite, Sprite vs. Group and Group vs. Group overlap checks.Unlike collide the objects are NOT automatically separated or have any physics applied, they merely test for overlap results.Both the first and second parameter can be arrays of objects, of differing types.If two arrays are pass

Physics.Arcade#moveToXY()

moveToXY(displayObject, x, y, speed, maxTime) → {number} Move the given display object towards the x/y coordinates at a steady velocity.If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.Note: The display object does not continuously track the target. If the target changes location during transit the display obje

Physics.Arcade#moveToPointer()

moveToPointer(displayObject, speed, pointer, maxTime) → {number} Move the given display object towards the pointer at a steady velocity. If no pointer is given it will use Phaser.Input.activePointer.If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.Note: The display object does not continuously track the target.

Physics.Arcade#moveToObject()

moveToObject(displayObject, destination, speed, maxTime) → {number} Move the given display object towards the destination object at a steady velocity.If you specify a maxTime then it will adjust the speed (overwriting what you set) so it arrives at the destination in that number of seconds.Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.Note: The display object does not continuously track the target. If the target changes location during transit the

Physics.Arcade#maxObjects

maxObjects : number Used by the QuadTree to set the maximum number of objects per quad. Source code: physics/arcade/World.js (Line 41)

Physics.Arcade#maxLevels

maxLevels : number Used by the QuadTree to set the maximum number of iteration levels. Source code: physics/arcade/World.js (Line 46)

Physics.Arcade#isPaused

isPaused : boolean If true the Body.preUpdate method will be skipped, halting all motion for all bodies. Note that other methods such as collide will still work, so be careful not to call them on paused bodies. Source code: physics/arcade/World.js (Line 72)

Physics.Arcade#intersects()

intersects(body1, body2) → {boolean} Check for intersection against two bodies. Parameters Name Type Description body1 Phaser.Physics.Arcade.Body The first Body object to check. body2 Phaser.Physics.Arcade.Body The second Body object to check. Returns boolean - True if they intersect, otherwise false. Source code: physics/arcade/World.js (Line 1061)

Physics.Arcade#gravity

gravity : Phaser.Point The World gravity setting. Defaults to x: 0, y: 0, or no gravity. Source code: physics/arcade/World.js (Line 24)