Physics.Arcade#getOverlapY()

getOverlapY(body1, body2, overlapOnly) → {float} Calculates the vertical overlap between two Bodies and sets their properties accordingly, including:touching.up, touching.down and overlapY. Parameters Name Type Description body1 Phaser.Physics.Arcade.Body The first Body to separate. body2 Phaser.Physics.Arcade.Body The second Body to separate. overlapOnly boolean Is this an overlap only check, or part of separation? Returns float - Returns the amount of vertical overlap between t

Physics.Arcade#getOverlapX()

getOverlapX(body1, body2, overlapOnly) → {float} Calculates the horizontal overlap between two Bodies and sets their properties accordingly, including:touching.left, touching.right and overlapX. Parameters Name Type Description body1 Phaser.Physics.Arcade.Body The first Body to separate. body2 Phaser.Physics.Arcade.Body The second Body to separate. overlapOnly boolean Is this an overlap only check, or part of separation? Returns float - Returns the amount of horizontal overlap be

Physics.Arcade#getObjectsUnderPointer()

getObjectsUnderPointer(pointer, group, callback, callbackContext) → {Array.<PIXI.DisplayObject>} Given a Group and a Pointer this will check to see which Group children overlap with the Pointer coordinates.Each child will be sent to the given callback for further processing.Note that the children are not checked for depth order, but simply if they overlap the Pointer or not. Parameters Name Type Argument Description pointer Phaser.Pointer The Pointer to check. group Phaser.Group

Physics.Arcade#getObjectsAtLocation()

getObjectsAtLocation(x, y, group, callback, callbackContext, callbackArg) → {Array.<PIXI.DisplayObject>} Given a Group and a location this will check to see which Group children overlap with the coordinates.Each child will be sent to the given callback for further processing.Note that the children are not checked for depth order, but simply if they overlap the coordinate or not. Parameters Name Type Argument Description x number The x coordinate to check. y number The y coordin

Physics.Arcade#game

game : Phaser.Game Local reference to game. Source code: physics/arcade/World.js (Line 19)

Physics.Arcade#forceX

forceX : boolean If true World.separate will always separate on the X axis before Y. Otherwise it will check gravity totals first. Source code: physics/arcade/World.js (Line 56)

Physics.Arcade#enableBody()

enableBody(object) Creates an Arcade Physics body on the given game object. A game object can only have 1 physics body active at any one time, and it can't be changed until the body is nulled. When you add an Arcade Physics body to an object it will automatically add the object into its parent Groups hash array. Parameters Name Type Description object object The game object to create the physics body on. A body will only be created if this object has a null body property. Source code: ph

Physics.Arcade#enable()

enable(object, children) This will create an Arcade Physics body on the given game object or array of game objects.A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed. Parameters Name Type Argument Default Description object object | array | Phaser.Group The game object to create the physics body on. Can also be an array or Group of objects, a body will be created on every child that has a body property. children boo

Physics.Arcade#distanceToXY()

distanceToXY(displayObject, x, y, world) → {number} Find the distance between a display object (like a Sprite) and the given x/y coordinates.The calculation is made from the display objects x/y coordinate. This may be the top-left if its anchor hasn't been changed.If you need to calculate from the center of a display object instead use the method distanceBetweenCenters() The optional world argument allows you to return the result based on the Game Objects world property,instead of its x and y

Physics.Arcade#distanceToPointer()

distanceToPointer(displayObject, pointer, world) → {number} Find the distance between a display object (like a Sprite) and a Pointer. If no Pointer is given the Input.activePointer is used.The calculation is made from the display objects x/y coordinate. This may be the top-left if its anchor hasn't been changed.If you need to calculate from the center of a display object instead use the method distanceBetweenCenters() The optional world argument allows you to return the result based on the Ga