reference to the current game instance.
A value added to the delta values during collision checks.
Sets the acceleration.x/y property on the display object so it will move towards the target at the given speed (in pixels per second sq.)
Sets the acceleration.x/y property on the display object so it will move towards the target at the given speed (in pixels per second sq.)
You must give a maximum speed value, beyond which the display object won't go any faster.
Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
Note: The display object doesn't stop moving once it reaches the destination coordinates.
The display object to move.
The display object to move towards. Can be any object but must have visible x/y properties.
The speed it will accelerate in pixels per second.
The maximum x velocity the display object can reach.
The maximum y velocity the display object can reach.
The angle (in radians) that the object should be visually set to in order to match its new trajectory.
Sets the acceleration.x/y property on the display object so it will move towards the target at the given speed (in pixels per second sq.)
Sets the acceleration.x/y property on the display object so it will move towards the target at the given speed (in pixels per second sq.)
You must give a maximum speed value, beyond which the display object won't go any faster. Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
Note: The display object doesn't stop moving once it reaches the destination coordinates.
The display object to move.
The pointer to move towards. Defaults to Phaser.Input.activePointer
.
The speed it will accelerate in pixels per second.
The maximum x velocity the display object can reach.
The maximum y velocity the display object can reach.
The angle (in radians) that the object should be visually set to in order to match its new trajectory.
The bounds inside of which the physics world exists.
The bounds inside of which the physics world exists. Defaults to match the world bounds.
Set the checkCollision properties to control for which bounds collision is processed.
Set the checkCollision properties to control for which bounds collision is processed. For example checkCollision.down = false means Bodies cannot collide with the World.bounds.bottom. An object containing allowed collision flags.
If true World.separate will always separate on the X axis before Y.
If true World.separate will always separate on the X axis before Y. Otherwise it will check gravity totals first.
reference to the current game instance.
The World gravity setting.
The World gravity setting. Defaults to x: 0, y: 0, or no gravity.
If true
the Body.preUpdate
method will be skipped, halting all motion for all bodies.
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.
Used by the QuadTree to set the maximum number of iteration levels.
Used by the QuadTree to set the maximum number of objects per quad.
The world QuadTree.
If true the QuadTree will not be used for any collision.
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.
Used when colliding a Sprite vs.
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.
The Arcade Physics world. Contains Arcade Physics related collision, overlap and motion methods.
http://phaser.io/docs/2.6.2/Phaser.Physics.Arcade.html