Class

io.scalajs.dom.html.phaser.physics

Ninja

Related Doc: package physics

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class Ninja extends Object

Ninja Physics. The Ninja Physics system was created in Flash by Metanet Software and ported to JavaScript by Richard Davey.

It allows for AABB and Circle to Tile collision. Tiles can be any of 34 different types, including slopes, convex and concave shapes. * It does what it does very well, but is ripe for expansion and optimisation. Here are some features that I'd love to see the community add:

Feel free to attempt any of the above and submit a Pull Request with your code! Be sure to include test cases proving they work.

Annotations
@RawJSType() @native() @JSName( "Phaser.Physics.Ninja" )
See also

http://phaser.io/docs/2.6.2/Phaser.Physics.Ninja.html

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Instance Constructors

  1. new Ninja(game: Phaser.Game)

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Value Members

  1. final def !=(arg0: Any): Boolean

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    Definition Classes
    AnyRef → Any
  2. final def ##(): Int

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    AnyRef → Any
  3. final def ==(arg0: Any): Boolean

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  4. final def asInstanceOf[T0]: T0

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    Definition Classes
    Any
  5. var bounds: Phaser.Rectangle

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    The bounds inside of which the physics world exists.

    The bounds inside of which the physics world exists. Defaults to match the world bounds.

  6. def clearTilemapLayerBodies(map: Phaser.Tilemap, layer: |[|[Double, String], Phaser.TilemapLayer]): Unit

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  7. def clone(): AnyRef

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    Attributes
    protected[java.lang]
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    @throws( ... )
  8. final def eq(arg0: AnyRef): Boolean

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  9. def equals(arg0: Any): Boolean

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  10. def finalize(): Unit

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    protected[java.lang]
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    @throws( classOf[java.lang.Throwable] )
  11. var game: Phaser.Game

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  12. final def getClass(): Class[_]

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    Definition Classes
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  13. var gravity: Double

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    The World gravity setting.

  14. def hasOwnProperty(v: String): Boolean

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    Definition Classes
    Object
  15. def hashCode(): Int

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  16. final def isInstanceOf[T0]: Boolean

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    Definition Classes
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  17. def isPrototypeOf(v: Object): Boolean

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    Definition Classes
    Object
  18. var maxLevels: Int

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    Used by the QuadTree to set the maximum number of iteration levels.

  19. var maxObjects: Int

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    Used by the QuadTree to set the maximum number of objects per quad.

  20. final def ne(arg0: AnyRef): Boolean

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    Definition Classes
    AnyRef
  21. final def notify(): Unit

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  22. final def notifyAll(): Unit

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  23. def propertyIsEnumerable(v: String): Boolean

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    Definition Classes
    Object
  24. var quadTree: Phaser.QuadTree

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    The world QuadTree.

  25. final def synchronized[T0](arg0: ⇒ T0): T0

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    Definition Classes
    AnyRef
  26. var time: Phaser.Time

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    Local reference to game.time.

  27. def toLocaleString(): String

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    Definition Classes
    Object
  28. def toString(): String

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  29. def valueOf(): Any

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    Definition Classes
    Object
  30. final def wait(): Unit

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    @throws( ... )
  31. final def wait(arg0: Long, arg1: Int): Unit

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    @throws( ... )
  32. final def wait(arg0: Long): Unit

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