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< a href = "Phaser.State.html" > State< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Text.html" > Text< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Time.html" > Time< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
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< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
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< li class = "class-depth-2" >
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< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.World.html" > World< / a >
< / li >
< / ul >
< / li >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span8" >
< div id = "main" >
< h1 class = "page-title" > Class: Arcade< / h1 >
< section >
< header >
< h2 >
< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > < a href = "Phaser.Physics.html" > .Physics< / a > .< / span >
Arcade
< / h2 >
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< div class = "class-description" > < p > Phaser.Physics.Arcade< / p > < / div >
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< / header >
< article >
< div class = "container-overview" >
< dt >
< h4 class = "name" id = "Arcade" > < span class = "type-signature" > < / span > new Arcade< span class = "signature" > (game)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > The Arcade Physics world. Contains Arcade Physics related collision, overlap and motion methods.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > game< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
< / td >
< td class = "description last" > < p > reference to the current game instance.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
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< / div >
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< h3 class = "subsection-title" > Classes< / h3 >
< dl >
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< a href = "Phaser.Physics.Arcade.Body.html" > Body< / a >
< / dt >
< dd >
< / dd >
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< / dl >
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< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
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< h4 class = "name" id = "bounds" > < span class = "type-signature" > < / span > bounds< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< h5 class = "subsection-title" > Properties:< / h5 >
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< dl >
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< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
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< th > Type< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
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< tbody >
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< td class = "name" > < code > bounds< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
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< / td >
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< td class = "description last" > < p > The bounds inside of which the physics world exists. Defaults to match the world bounds.< / p > < / td >
< / tr >
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< / tbody >
< / table >
< / dl >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-29" > line 29< / a >
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< / li > < / ul > < / dd >
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< / dl >
< / dd >
< dt >
< h4 class = "name" id = "checkCollision" > < span class = "type-signature" > < / span > checkCollision< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > 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.< / p >
< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > checkCollision< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "description last" > < p > An object containing allowed collision flags.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-36" > line 36< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "forceX" > < span class = "type-signature" > < / span > forceX< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > forceX< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > If true World.separate will always separate on the X axis before Y. Otherwise it will check gravity totals first.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-61" > line 61< / a >
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< / li > < / ul > < / dd >
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< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "game" > < span class = "type-signature" > < / span > game< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< dl class = "details" >
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< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > game< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
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< / td >
< td class = "description last" > < p > Local reference to game.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-19" > line 19< / a >
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< / li > < / ul > < / dd >
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< / dd >
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< dt >
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< h4 class = "name" id = "gravity" > < span class = "type-signature" > < / span > gravity< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< dl class = "details" >
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< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
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< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > gravity< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
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< / td >
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< td class = "description last" > < p > The World gravity setting. Defaults to x: 0, y: 0, or no gravity.< / p > < / td >
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< / tr >
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< / tbody >
< / table >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-24" > line 24< / a >
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< / li > < / ul > < / dd >
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< / dl >
< / dd >
< dt >
< h4 class = "name" id = "maxLevels" > < span class = "type-signature" > < / span > maxLevels< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > maxLevels< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > Used by the QuadTree to set the maximum number of iteration levels.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-46" > line 46< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "maxObjects" > < span class = "type-signature" > < / span > maxObjects< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > maxObjects< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > Used by the QuadTree to set the maximum number of objects per quad.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name" id = "OVERLAP_BIAS" > < span class = "type-signature" > < / span > OVERLAP_BIAS< span class = "type-signature" > < / span > < / h4 >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > OVERLAP_BIAS< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > A value added to the delta values during collision checks.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "quadTree" > < span class = "type-signature" > < / span > quadTree< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > quadTree< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.QuadTree.html" > Phaser.QuadTree< / a > < / span >
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< / td >
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< td class = "description last" > < p > The world QuadTree.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-71" > line 71< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "skipQuadTree" > < span class = "type-signature" > < / span > skipQuadTree< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > skipQuadTree< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > If true a QuadTree will never be used for any collision. Handy for tightly packed games. See also Body.skipQuadTree.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-66" > line 66< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "TILE_BIAS" > < span class = "type-signature" > < / span > TILE_BIAS< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > TILE_BIAS< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > A value added to the delta values during collision with tiles. Adjust this if you get tunnelling.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-56" > line 56< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
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< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
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< dt >
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< h4 class = "name" id = "accelerateToObject" > < span class = "type-signature" > < / span > accelerateToObject< span class = "signature" > (displayObject, destination, < span class = "optional" > speed< / span > , < span class = "optional" > xSpeedMax< / span > , < span class = "optional" > ySpeedMax< / span > )< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > 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.< / p >
< / div >
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< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
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< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > displayObject< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > any< / span >
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< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The display object to move.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > destination< / code > < / td >
< td class = "type" >
< span class = "param-type" > any< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The display object to move towards. Can be any object but must have visible x/y properties.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > speed< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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< / td >
< td class = "description last" > < p > The speed it will accelerate in pixels per second.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > xSpeedMax< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
500
< / td >
< td class = "description last" > < p > The maximum x velocity the display object can reach.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > ySpeedMax< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
500
< / td >
< td class = "description last" > < p > The maximum y velocity the display object can reach.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-1601" > line 1601< / a >
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< / li > < / ul > < / dd >
< / dl >
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< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The angle (in radians) that the object should be visually set to in order to match its new trajectory.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > number< / span >
< / dd >
< / dl >
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< / dd >
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< dt >
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< h4 class = "name" id = "accelerateToPointer" > < span class = "type-signature" > < / span > accelerateToPointer< span class = "signature" > (displayObject, < span class = "optional" > pointer< / span > , < span class = "optional" > speed< / span > , < span class = "optional" > xSpeedMax< / span > , < span class = "optional" > ySpeedMax< / span > )< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > 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.< / p >
< / div >
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< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
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< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
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< tbody >
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< tr >
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< td class = "name" > < code > displayObject< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > any< / span >
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< / td >
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< td class = "attributes" >
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< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The display object to move.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > pointer< / code > < / td >
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< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The pointer to move towards. Defaults to Phaser.Input.activePointer.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > speed< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
60
< / td >
< td class = "description last" > < p > The speed it will accelerate in pixels per second.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > xSpeedMax< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
500
< / td >
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< td class = "description last" > < p > The maximum x velocity the display object can reach.< / p > < / td >
< / tr >
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< tr >
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< td class = "name" > < code > ySpeedMax< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
500
< / td >
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< td class = "description last" > < p > The maximum y velocity the display object can reach.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-1630" > line 1630< / a >
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< / li > < / ul > < / dd >
< / dl >
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< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The angle (in radians) that the object should be visually set to in order to match its new trajectory.< / p >
< / div >
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< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > number< / span >
< / dd >
< / dl >
< / dd >
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< dt >
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< h4 class = "name" id = "accelerateToXY" > < span class = "type-signature" > < / span > accelerateToXY< span class = "signature" > (displayObject, x, y, < span class = "optional" > speed< / span > , < span class = "optional" > xSpeedMax< / span > , < span class = "optional" > ySpeedMax< / span > )< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Sets the acceleration.x/y property on the display object so it will move towards the x/y coordinates at the given speed (in pixels per second sq.)
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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.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > displayObject< / code > < / td >
< td class = "type" >
< span class = "param-type" > any< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The display object to move.< / p > < / td >
< / tr >
< tr >
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< td class = "name" > < code > x< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The x coordinate to accelerate towards.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The y coordinate to accelerate towards.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > speed< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
60
< / td >
< td class = "description last" > < p > The speed it will accelerate in pixels per second.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > xSpeedMax< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
500
< / td >
< td class = "description last" > < p > The maximum x velocity the display object can reach.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > ySpeedMax< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
500
< / td >
< td class = "description last" > < p > The maximum y velocity the display object can reach.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-1660" > line 1660< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The angle (in radians) that the object should be visually set to in order to match its new trajectory.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > number< / span >
< / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "accelerationFromRotation" > < span class = "type-signature" > < / span > accelerationFromRotation< span class = "signature" > (rotation, < span class = "optional" > speed< / span > , < span class = "optional" > point< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Point.html" > Phaser.Point< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Given the rotation (in radians) and speed calculate the acceleration and return it as a Point object, or set it to the given point object.
One way to use this is: accelerationFromRotation(rotation, 200, sprite.acceleration) which will set the values directly to the sprites acceleration and not create a new Point object.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > rotation< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The angle in radians.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > speed< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
60
< / td >
< td class = "description last" > < p > The speed it will move, in pixels per second sq.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > point< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
|
< span class = "param-type" > object< / span >
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< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The Point object in which the x and y properties will be set to the calculated acceleration.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-1582" > line 1582< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< ul >
< li > A Point where point.x contains the acceleration x value and point.y contains the acceleration y value.< / li >
< / ul >
< / div >
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< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
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< / dd >
< / dl >
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< / dd >
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< dt >
< h4 class = "name" id = "angleBetween" > < span class = "type-signature" > < / span > angleBetween< span class = "signature" > (source, target)< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Find the angle in radians between two display objects (like Sprites).< / p >
< / div >
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< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
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< th > Type< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
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< tbody >
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< tr >
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< td class = "name" > < code > source< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > any< / span >
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< / td >
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< td class = "description last" > < p > The Display Object to test from.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > target< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > any< / span >
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< / td >
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< td class = "description last" > < p > The Display Object to test to.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-1748" > line 1748< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > The angle in radians between the source and target display objects.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > number< / span >
< / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "angleToPointer" > < span class = "type-signature" > < / span > angleToPointer< span class = "signature" > (displayObject, < span class = "optional" > pointer< / span > )< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Find the angle in radians between a display object (like a Sprite) and a Pointer, taking their x/y and center into account.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > displayObject< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > any< / span >
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< / td >
< td class = "attributes" >
< / td >
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< td class = "description last" > < p > The Display Object to test from.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > pointer< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
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< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
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< td class = "description last" > < p > The Phaser.Pointer to test to. If none is given then Input.activePointer is used.< / p > < / td >
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< / tr >
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< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-1783" > line 1783< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
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< div class = "param-desc" >
< p > The angle in radians between displayObject.x/y to Pointer.x/y< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
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< span class = "param-type" > number< / span >
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< / dd >
< / dl >
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< / dd >
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< dt >
< h4 class = "name" id = "angleToXY" > < span class = "type-signature" > < / span > angleToXY< span class = "signature" > (displayObject, x, y)< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Find the angle in radians between a display object (like a Sprite) and the given x/y coordinate.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
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< th > Type< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
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< tbody >
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< tr >
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< td class = "name" > < code > displayObject< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > any< / span >
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< / td >
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< td class = "description last" > < p > The Display Object to test from.< / p > < / td >
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< / tr >
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< tr >
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< td class = "name" > < code > x< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The x coordinate to get the angle to.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > y< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The y coordinate to get the angle to.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-1765" > line 1765< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > The angle in radians between displayObject.x/y to Pointer.x/y< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > number< / span >
< / dd >
< / dl >
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< / dd >
< dt >
< h4 class = "name" id = "collide" > < span class = "type-signature" > < / span > collide< span class = "signature" > (object1, object2, < span class = "optional" > collideCallback< / span > , < span class = "optional" > processCallback< / span > , < span class = "optional" > callbackContext< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Checks for collision between two game objects. You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap Layer or Group vs. Tilemap Layer collisions.
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Both the first and second parameter can be arrays of objects, of differing types.
If two arrays are passed, the contents of the first parameter will be tested against all contents of the 2nd parameter.
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The objects are also automatically separated. If you don't require separation then use ArcadePhysics.overlap instead.
An optional processCallback can be provided. If given this function will be called when two sprites are found to be colliding. It is called before any separation takes place,
giving you the chance to perform additional checks. If the function returns true then the collision and separation is carried out. If it returns false it is skipped.
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The collideCallback is an optional function that is only called if two sprites collide. If a processCallback has been set then it needs to return true for collideCallback to be called.
NOTE: This function is not recursive, and will not test against children of objects passed (i.e. Groups or Tilemaps within other Groups).< / p >
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< / div >
< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > object1< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Group.html" > Phaser.Group< / a > < / span >
|
< span class = "param-type" > Phaser.Particles.Emitter< / span >
|
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< span class = "param-type" > < a href = "Phaser.TilemapLayer.html" > Phaser.TilemapLayer< / a > < / span >
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|
< span class = "param-type" > array< / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The first object or array of objects to check. Can be Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter, or Phaser.TilemapLayer.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > object2< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Group.html" > Phaser.Group< / a > < / span >
|
< span class = "param-type" > Phaser.Particles.Emitter< / span >
|
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< span class = "param-type" > < a href = "Phaser.TilemapLayer.html" > Phaser.TilemapLayer< / a > < / span >
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|
< span class = "param-type" > array< / span >
< / td >
< td class = "attributes" >
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2013-10-25 15:54:40 +00:00
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< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The second object or array of objects to check. Can be Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter or Phaser.TilemapLayer.< / p > < / td >
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< / tr >
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< tr >
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< td class = "name" > < code > collideCallback< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > function< / span >
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< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
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< td class = "default" >
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null
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< / td >
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< td class = "description last" > < p > An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them, unless you are colliding Group vs. Sprite, in which case Sprite will always be the first parameter.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > processCallback< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > function< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
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null
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< / td >
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< td class = "description last" > < p > A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > callbackContext< / code > < / td >
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< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The context in which to run the callbacks.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-396" > line 396< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > True if a collision occured otherwise false.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
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< span class = "param-type" > boolean< / span >
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< / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "computeVelocity" > < span class = "type-signature" > < / span > computeVelocity< span class = "signature" > (axis, body, velocity, acceleration, drag, < span class = "optional" > max< / span > )< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > A tween-like function that takes a starting velocity and some other factors and returns an altered velocity.
Based on a function in Flixel by @ADAMATOMIC< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > axis< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
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< / td >
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< td class = "default" >
< / td >
< td class = "description last" > < p > 0 for nothing, 1 for horizontal, 2 for vertical.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > body< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Physics.Arcade.Body.html" > Phaser.Physics.Arcade.Body< / a > < / span >
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< / td >
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< td class = "attributes" >
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< / td >
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< td class = "default" >
< / td >
< td class = "description last" > < p > The Body object to be updated.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > velocity< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
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< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > Any component of velocity (e.g. 20).< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > acceleration< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
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2014-02-05 06:29:17 +00:00
2014-03-14 06:36:05 +00:00
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > Rate at which the velocity is changing.< / p > < / td >
< / tr >
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< tr >
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< td class = "name" > < code > drag< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > max< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
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< / td >
< td class = "default" >
10000
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< / td >
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< td class = "description last" > < p > An absolute value cap for the velocity.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-277" > line 277< / a >
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< / li > < / ul > < / dd >
< / dl >
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< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > The altered Velocity value.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > number< / span >
< / dd >
< / dl >
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< / dd >
< dt >
< h4 class = "name" id = "distanceBetween" > < span class = "type-signature" > < / span > distanceBetween< span class = "signature" > (source, target)< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Find the distance between two display objects (like Sprites).< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > source< / code > < / td >
< td class = "type" >
< span class = "param-type" > any< / span >
< / td >
< td class = "description last" > < p > The Display Object to test from.< / p > < / td >
< / tr >
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< tr >
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< td class = "name" > < code > target< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > any< / span >
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< / td >
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< td class = "description last" > < p > The Display Object to test to.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-1690" > line 1690< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > The distance between the source and target objects.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
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< span class = "param-type" > number< / span >
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< / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "distanceToPointer" > < span class = "type-signature" > < / span > distanceToPointer< span class = "signature" > (displayObject, < span class = "optional" > pointer< / span > )< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > 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()< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > displayObject< / code > < / td >
< td class = "type" >
< span class = "param-type" > any< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The Display Object to test from.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > The Phaser.Pointer to test to. If none is given then Input.activePointer is used.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-1727" > line 1727< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > The distance between the object and the Pointer.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
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< span class = "param-type" > number< / span >
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< / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "distanceToXY" > < span class = "type-signature" > < / span > distanceToXY< span class = "signature" > (displayObject, x, y)< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > 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()< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > displayObject< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > any< / span >
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< / td >
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< td class = "description last" > < p > The Display Object to test from.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > x< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The x coordinate to move towards.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > y< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The y coordinate to move towards.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-1707" > line 1707< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > The distance between the object and the x/y coordinates.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
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< span class = "param-type" > number< / span >
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< / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "enable" > < span class = "type-signature" > < / span > enable< span class = "signature" > (object, < span class = "optional" > children< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > 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.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > object< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > object< / span >
|
< span class = "param-type" > array< / span >
|
< span class = "param-type" > < a href = "Phaser.Group.html" > Phaser.Group< / a > < / span >
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< / td >
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< td class = "attributes" >
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< / td >
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< td class = "default" >
< / td >
< td class = "description last" > < p > 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 < code > body< / code > property.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > children< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
true
< / td >
< td class = "description last" > < p > Should a body be created on all children of this object? If true it will recurse down the display list as far as it can go.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-188" > line 188< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "enableBody" > < span class = "type-signature" > < / span > enableBody< span class = "signature" > (object)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > 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.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > object< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > object< / span >
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< / td >
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< td class = "description last" > < p > The game object to create the physics body on. A body will only be created if this object has a null < code > body< / code > property.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-244" > line 244< / a >
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< / li > < / ul > < / dd >
< / dl >
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< / dd >
< dt >
< h4 class = "name" id = "getObjectsUnderPointer" > < span class = "type-signature" > < / span > getObjectsUnderPointer< span class = "signature" > (pointer, group, < span class = "optional" > callback< / span > , < span class = "optional" > callbackContext< / span > )< / span > < span class = "type-signature" > → {array}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > 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.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The Pointer to check.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > group< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Group.html" > Phaser.Group< / a > < / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The Group to check.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > callback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > A callback function that is called if the object overlaps with the Pointer. The callback will be sent two parameters: the Pointer and the Object that overlapped with it.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > callbackContext< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > The context in which to run the callback.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-1391" > line 1391< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > An array of the Sprites from the Group that overlapped the Pointer coordinates.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > array< / span >
< / dd >
< / dl >
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< / dd >
< dt >
< h4 class = "name" id = "intersects" > < span class = "type-signature" > < / span > intersects< span class = "signature" > (body1, body2)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Check for intersection against two bodies.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > body1< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Physics.Arcade.Body.html" > Phaser.Physics.Arcade.Body< / a > < / span >
< / td >
< td class = "description last" > < p > The Body object to check.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > body2< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Physics.Arcade.Body.html" > Phaser.Physics.Arcade.Body< / a > < / span >
< / td >
< td class = "description last" > < p > The Body object to check.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-846" > line 846< / a >
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< / li > < / ul > < / dd >
< / dl >
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< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > True if they intersect, otherwise false.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > boolean< / span >
< / dd >
< / dl >
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< / dd >
< dt >
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< h4 class = "name" id = "moveToObject" > < span class = "type-signature" > < / span > moveToObject< span class = "signature" > (displayObject, destination, < span class = "optional" > speed< / span > , < span class = "optional" > maxTime< / span > )< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > 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 display object will not modify its course.
Note: The display object doesn't stop moving once it reaches the destination coordinates.
Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > displayObject< / code > < / td >
< td class = "type" >
< span class = "param-type" > any< / span >
< / td >
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< td class = "attributes" >
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< / td >
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< td class = "default" >
< / td >
< td class = "description last" > < p > The display object to move.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > destination< / code > < / td >
< td class = "type" >
< span class = "param-type" > any< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The display object to move towards. Can be any object but must have visible x/y properties.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > speed< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
60
< / td >
< td class = "description last" > < p > The speed it will move, in pixels per second (default is 60 pixels/sec)< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > maxTime< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
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2013-10-25 15:54:40 +00:00
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< / td >
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< td class = "default" >
0
< / td >
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< td class = "description last" > < p > Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-1438" > line 1438< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
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< div class = "param-desc" >
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< p > The angle (in radians) that the object should be visually set to in order to match its new velocity.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > number< / span >
< / dd >
< / dl >
< / dd >
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< dt >
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< h4 class = "name" id = "moveToPointer" > < span class = "type-signature" > < / span > moveToPointer< span class = "signature" > (displayObject, < span class = "optional" > speed< / span > , < span class = "optional" > pointer< / span > , < span class = "optional" > maxTime< / span > )< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > 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. 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.< / p >
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< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
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< tbody >
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< tr >
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< td class = "name" > < code > displayObject< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > any< / span >
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< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The display object to move.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > speed< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
60
< / td >
< td class = "description last" > < p > The speed it will move, in pixels per second (default is 60 pixels/sec)< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The pointer to move towards. Defaults to Phaser.Input.activePointer.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > maxTime< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
0
< / td >
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< td class = "description last" > < p > Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-1473" > line 1473< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > The angle (in radians) that the object should be visually set to in order to match its new velocity.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
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< span class = "param-type" > number< / span >
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< / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "moveToXY" > < span class = "type-signature" > < / span > moveToXY< span class = "signature" > (displayObject, x, y, < span class = "optional" > speed< / span > , < span class = "optional" > maxTime< / span > )< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Move the given display object towards the x/y coordinates at a steady velocity.
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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 object will not modify its course.
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Note: The display object doesn't stop moving once it reaches the destination coordinates.
Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > displayObject< / code > < / td >
< td class = "type" >
< span class = "param-type" > any< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The display object to move.< / p > < / td >
< / tr >
< tr >
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< td class = "name" > < code > x< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The x coordinate to move towards.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The y coordinate to move towards.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > speed< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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60
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< / td >
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< td class = "description last" > < p > The speed it will move, in pixels per second (default is 60 pixels/sec)< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > maxTime< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-1508" > line 1508< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The angle (in radians) that the object should be visually set to in order to match its new velocity.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > number< / span >
< / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "overlap" > < span class = "type-signature" > < / span > overlap< span class = "signature" > (object1, object2, < span class = "optional" > overlapCallback< / span > , < span class = "optional" > processCallback< / span > , < span class = "optional" > callbackContext< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > 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.
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Both the first and second parameter can be arrays of objects, of differing types.
If two arrays are passed, the contents of the first parameter will be tested against all contents of the 2nd parameter.
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NOTE: This function is not recursive, and will not test against children of objects passed (i.e. Groups within Groups).< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
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< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > object1< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Group.html" > Phaser.Group< / a > < / span >
|
< span class = "param-type" > Phaser.Particles.Emitter< / span >
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|
< span class = "param-type" > array< / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The first object or array of objects to check. Can be Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.< / p > < / td >
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< / tr >
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< tr >
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< td class = "name" > < code > object2< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Group.html" > Phaser.Group< / a > < / span >
|
< span class = "param-type" > Phaser.Particles.Emitter< / span >
|
< span class = "param-type" > array< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The second object or array of objects to check. Can be Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > overlapCallback< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > function< / span >
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< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
< td class = "default" >
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null
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< / td >
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< td class = "description last" > < p > An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you specified them.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > processCallback< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > function< / span >
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< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
< td class = "default" >
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null
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< / td >
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< td class = "description last" > < p > A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then overlapCallback will only be called if processCallback returns true.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > callbackContext< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > object< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The context in which to run the callbacks.< / p > < / td >
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< / tr >
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< / tbody >
< / table >
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< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-338" > line 338< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > True if an overlap occurred otherwise false.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
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< span class = "param-type" > boolean< / span >
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< / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "setBounds" > < span class = "type-signature" > < / span > setBounds< span class = "signature" > (x, y, width, height)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Updates the size of this physics world.< / p >
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< / div >
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< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
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< th > Type< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
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< tbody >
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< tr >
< td class = "name" > < code > x< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > Top left most corner of the world.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > y< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > Top left most corner of the world.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > width< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
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< / td >
< td class = "description last" > < p > New width of the world. Can never be smaller than the Game.width.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > New height of the world. Can never be smaller than the Game.height.< / p > < / td >
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< / tr >
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< / tbody >
< / table >
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< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-162" > line 162< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "setBoundsToWorld" > < span class = "type-signature" > < / span > setBoundsToWorld< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Updates the size of this physics world to match the size of the game world.< / p >
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< / div >
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< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-177" > line 177< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "updateMotion" > < span class = "type-signature" > < / span > updateMotion< span class = "signature" > (The)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Called automatically by a Physics body, it updates all motion related values on the Body.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > The< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Physics.Arcade.Body.html" > Phaser.Physics.Arcade.Body< / a > < / span >
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< / td >
< td class = "description last" > < p > Body object to be updated.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-260" > line 260< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "velocityFromAngle" > < span class = "type-signature" > < / span > velocityFromAngle< span class = "signature" > (angle, < span class = "optional" > speed< / span > , < span class = "optional" > point< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Point.html" > Phaser.Point< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Given the angle (in degrees) and speed calculate the velocity and return it as a Point object, or set it to the given point object.
One way to use this is: velocityFromAngle(angle, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > angle< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The angle in degrees calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > speed< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
60
< / td >
< td class = "description last" > < p > The speed it will move, in pixels per second sq.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > point< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
|
< span class = "param-type" > object< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The Point object in which the x and y properties will be set to the calculated velocity.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-1544" > line 1544< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< ul >
< li > A Point where point.x contains the velocity x value and point.y contains the velocity y value.< / li >
< / ul >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "velocityFromRotation" > < span class = "type-signature" > < / span > velocityFromRotation< span class = "signature" > (rotation, < span class = "optional" > speed< / span > , < span class = "optional" > point< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Point.html" > Phaser.Point< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Given the rotation (in radians) and speed calculate the velocity and return it as a Point object, or set it to the given point object.
One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > rotation< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The angle in radians.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > speed< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
60
< / td >
< td class = "description last" > < p > The speed it will move, in pixels per second sq.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > point< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
|
< span class = "param-type" > object< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The Point object in which the x and y properties will be set to the calculated velocity.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "World.js_.html" > physics/arcade/World.js< / a > , < a href = "World.js_.html#sunlight-1-line-1563" > line 1563< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< ul >
< li > A Point where point.x contains the velocity x value and point.y contains the velocity y value.< / li >
< / ul >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / dd >
< / dl >
< / dd >
< / dl >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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on Wed Oct 22 2014 21:45:58 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / span >
< / footer >
< / div >
< div class = "span3" >
< div id = "toc" > < / div >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
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anchorName : function(i, heading, prefix) {
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},
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scrollTo : 60
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$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >