phaser/docs/Phaser.Physics.Arcade.html
2016-06-03 18:48:34 +01:00

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<li class="class-depth-0">
<a href="global.html#CIRCLE">CIRCLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#CREATURE">CREATURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#DOWN">DOWN</a>
</li>
<li class="class-depth-0">
<a href="global.html#ELLIPSE">ELLIPSE</a>
</li>
<li class="class-depth-0">
<a href="global.html#EMITTER">EMITTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#GAMES">GAMES</a>
</li>
<li class="class-depth-0">
<a href="global.html#GRAPHICS">GRAPHICS</a>
</li>
<li class="class-depth-0">
<a href="global.html#GROUP">GROUP</a>
</li>
<li class="class-depth-0">
<a href="global.html#HEADLESS">HEADLESS</a>
</li>
<li class="class-depth-0">
<a href="global.html#IMAGE">IMAGE</a>
</li>
<li class="class-depth-0">
<a href="global.html#intersectsRectangle">intersectsRectangle</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT">LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#LINE">LINE</a>
</li>
<li class="class-depth-0">
<a href="global.html#MATRIX">MATRIX</a>
</li>
<li class="class-depth-0">
<a href="global.html#NONE">NONE</a>
</li>
<li class="class-depth-0">
<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINT">POINT</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINTER">POINTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#POLYGON">POLYGON</a>
</li>
<li class="class-depth-0">
<a href="global.html#RECTANGLE">RECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#RETROFONT">RETROFONT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT">RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROPE">ROPE</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#scaleModes">scaleModes</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITE">SPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
</li>
<li class="class-depth-0">
<a href="global.html#TEXT">TEXT</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILEMAP">TILEMAP</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILESPRITE">TILESPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#UP">UP</a>
</li>
<li class="class-depth-0">
<a href="global.html#VERSION">VERSION</a>
</li>
<li class="class-depth-0">
<a href="global.html#VIDEO">VIDEO</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL">WEBGL</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
<li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li>
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
<li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li>
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</ul>
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</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>
</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">
<p>The Arcade Physics world. Contains Arcade Physics related collision, overlap and motion methods.</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>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 -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-14">line 14</a>
</dt>
</dl>
</dd>
</div>
<h3 class="subsection-title">Classes</h3>
<dl>
<dt class="class-depth-3">
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</dt>
<dd>
</dd>
<dt class="class-depth-3">
<a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a>
</dt>
<dd>
</dd>
</dl>
<h3 class="subsection-title">Members</h3>
<dl>
<dt>
<h4 class="name "
id=".BOTTOM_TOP"><span class="type-signature">&lt;static, constant> </span>BOTTOM_TOP<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>A constant used for the sortDirection value.
Use this if your game world is narrow but tall and scrolls from the bottom to the top (i.e. Commando or a vertically scrolling shoot-em-up)</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-130">line 130</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".LEFT_RIGHT"><span class="type-signature">&lt;static, constant> </span>LEFT_RIGHT<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>A constant used for the sortDirection value.
Use this if your game world is wide but short and scrolls from the left to the right (i.e. Mario)</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-106">line 106</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".RIGHT_LEFT"><span class="type-signature">&lt;static, constant> </span>RIGHT_LEFT<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>A constant used for the sortDirection value.
Use this if your game world is wide but short and scrolls from the right to the left (i.e. Mario backwards)</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-114">line 114</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".SORT_NONE"><span class="type-signature">&lt;static, constant> </span>SORT_NONE<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>A constant used for the sortDirection value.
Use this if you don't wish to perform any pre-collision sorting at all, or will manually sort your Groups.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-98">line 98</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".TOP_BOTTOM"><span class="type-signature">&lt;static, constant> </span>TOP_BOTTOM<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>A constant used for the sortDirection value.
Use this if your game world is narrow but tall and scrolls from the top to the bottom (i.e. Dig Dug)</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-122">line 122</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="bounds"><span class="type-signature"></span>bounds<span class="type-signature"> :<a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The bounds inside of which the physics world exists. Defaults to match the world bounds.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-29">line 29</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="checkCollision"><span class="type-signature"></span>checkCollision<span class="type-signature"> :object</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. An object containing allowed collision flags.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-36">line 36</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="forceX"><span class="type-signature"></span>forceX<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If true World.separate will always separate on the X axis before Y. Otherwise it will check gravity totals first.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-56">line 56</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="game"><span class="type-signature"></span>game<span class="type-signature"> :<a href="Phaser.Game.html">Phaser.Game</a></span></h4>
</dt>
<dd>
<div class="description">
<p>Local reference to game.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-19">line 19</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="gravity"><span class="type-signature"></span>gravity<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The World gravity setting. Defaults to x: 0, y: 0, or no gravity.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-24">line 24</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="isPaused"><span class="type-signature"></span>isPaused<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If <code>true</code> the <code>Body.preUpdate</code> method will be skipped, halting all motion for all bodies. Note that other methods such as <code>collide</code> will still work, so be careful not to call them on paused bodies.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-72">line 72</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="maxLevels"><span class="type-signature"></span>maxLevels<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>Used by the QuadTree to set the maximum number of iteration levels.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-46">line 46</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="maxObjects"><span class="type-signature"></span>maxObjects<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>Used by the QuadTree to set the maximum number of objects per quad.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-41">line 41</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="OVERLAP_BIAS"><span class="type-signature"></span>OVERLAP_BIAS<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>A value added to the delta values during collision checks.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-51">line 51</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="quadTree"><span class="type-signature"></span>quadTree<span class="type-signature"> :<a href="Phaser.QuadTree.html">Phaser.QuadTree</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The world QuadTree.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-77">line 77</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="skipQuadTree"><span class="type-signature"></span>skipQuadTree<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If true the QuadTree will not be used for any collision. QuadTrees are great if objects are well spread out in your game, otherwise they are a performance hit. If you enable this you can disable on a per body basis via <code>Body.skipQuadTree</code>.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-67">line 67</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="sortDirection"><span class="type-signature"></span>sortDirection<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>Used when colliding a Sprite vs. a Group, or a Group vs. a Group, this defines the direction the sort is based on. Default is Phaser.Physics.Arcade.LEFT_RIGHT.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-62">line 62</a>
</dt>
</dl>
</dd>
</dl>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<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"> &rarr; {number}</span></h4>
</dt>
<dd>
<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>
<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>
<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">
&lt;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">
&lt;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">
&lt;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>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">number</span>
-
</div>
<div class="returns-desc param-desc">
<p>The angle (in radians) that the object should be visually set to in order to match its new trajectory.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-1517">line 1517</a>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {number}</span></h4>
</dt>
<dd>
<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>
<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>
<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">
&lt;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>speed</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;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">
&lt;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">
&lt;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>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">number</span>
-
</div>
<div class="returns-desc param-desc">
<p>The angle (in radians) that the object should be visually set to in order to match its new trajectory.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-1546">line 1546</a>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<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.)
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>
<td class="name"><code>x</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 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>
</tr>
<tr>
<td class="name"><code>speed</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;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">
&lt;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">
&lt;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>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">number</span>
-
</div>
<div class="returns-desc param-desc">
<p>The angle (in radians) that the object should be visually set to in order to match its new trajectory.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-1576">line 1576</a>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {<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 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>
</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">
&lt;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">
&lt;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 acceleration.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span>
-
</div>
<div class="returns-desc 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>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-1498">line 1498</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="angleBetween"><span class="type-signature"></span>angleBetween<span class="signature">(source, target, <span class="optional">world</span>)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Find the angle in radians between two display objects (like Sprites).</p>
<p>The optional <code>world</code> argument allows you to return the result based on the Game Objects <code>world</code> property,
instead of its <code>x</code> and <code>y</code> values. This is useful of the object has been nested inside an offset Group,
or parent Game 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>source</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 test from.</p></td>
</tr>
<tr>
<td class="name"><code>target</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 test to.</p></td>
</tr>
<tr>
<td class="name"><code>world</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>Calculate the angle using World coordinates (true), or Object coordinates (false, the default)</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">number</span>
-
</div>
<div class="returns-desc param-desc">
<p>The angle in radians between the source and target display objects.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-1684">line 1684</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="angleToPointer"><span class="type-signature"></span>angleToPointer<span class="signature">(displayObject, <span class="optional">pointer</span>, <span class="optional">world</span>)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<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>
<p>The optional <code>world</code> argument allows you to return the result based on the Game Objects <code>world</code> property,
instead of its <code>x</code> and <code>y</code> values. This is useful of the object has been nested inside an offset Group,
or parent Game 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>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 test from.</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">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>The Phaser.Pointer to test to. If none is given then Input.activePointer is used.</p></td>
</tr>
<tr>
<td class="name"><code>world</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>Calculate the angle using World coordinates (true), or Object coordinates (false, the default)</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">number</span>
-
</div>
<div class="returns-desc param-desc">
<p>The angle in radians between displayObject.x/y to Pointer.x/y</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-1741">line 1741</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="angleToXY"><span class="type-signature"></span>angleToXY<span class="signature">(displayObject, x, y, <span class="optional">world</span>)</span><span class="type-signature"> &rarr; {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>
<p>The optional <code>world</code> argument allows you to return the result based on the Game Objects <code>world</code> property,
instead of its <code>x</code> and <code>y</code> values. This is useful of the object has been nested inside an offset Group,
or parent Game 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>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 test from.</p></td>
</tr>
<tr>
<td class="name"><code>x</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 x coordinate to get the angle to.</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 get the angle to.</p></td>
</tr>
<tr>
<td class="name"><code>world</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>Calculate the angle using World coordinates (true), or Object coordinates (false, the default)</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">number</span>
-
</div>
<div class="returns-desc param-desc">
<p>The angle in radians between displayObject.x/y to Pointer.x/y</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-1712">line 1712</a>
</dt>
</dl>
</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"> &rarr; {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.
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.
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.
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>
</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>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>
|
<span class="param-type"><a href="Phaser.TilemapLayer.html">Phaser.TilemapLayer</a></span>
|
<span class="param-type">array</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<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>
</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>
|
<span class="param-type"><a href="Phaser.TilemapLayer.html">Phaser.TilemapLayer</a></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, Phaser.Particles.Emitter or Phaser.TilemapLayer.</p></td>
</tr>
<tr>
<td class="name"><code>collideCallback</code></td>
<td class="type">
<span class="param-type">function</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
null
</td>
<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>
</tr>
<tr>
<td class="name"><code>processCallback</code></td>
<td class="type">
<span class="param-type">function</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
null
</td>
<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, unless you are colliding Group vs. Sprite, in which case Sprite will always be the first parameter.</p></td>
</tr>
<tr>
<td class="name"><code>callbackContext</code></td>
<td class="type">
<span class="param-type">object</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>The context in which to run the callbacks.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">boolean</span>
-
</div>
<div class="returns-desc param-desc">
<p>True if a collision occurred otherwise false.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-375">line 375</a>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<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>
</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>axis</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>0 for nothing, 1 for horizontal, 2 for vertical.</p></td>
</tr>
<tr>
<td class="name"><code>body</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="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The Body object to be updated.</p></td>
</tr>
<tr>
<td class="name"><code>velocity</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>Any component of velocity (e.g. 20).</p></td>
</tr>
<tr>
<td class="name"><code>acceleration</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>Rate at which the velocity is changing.</p></td>
</tr>
<tr>
<td class="name"><code>drag</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>Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set.</p></td>
</tr>
<tr>
<td class="name"><code>max</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
10000
</td>
<td class="description last"><p>An absolute value cap for the velocity.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">number</span>
-
</div>
<div class="returns-desc param-desc">
<p>The altered Velocity value.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-257">line 257</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="distanceBetween"><span class="type-signature"></span>distanceBetween<span class="signature">(source, target, <span class="optional">world</span>)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Find the distance between two display objects (like Sprites).</p>
<p>The optional <code>world</code> argument allows you to return the result based on the Game Objects <code>world</code> property,
instead of its <code>x</code> and <code>y</code> values. This is useful of the object has been nested inside an offset Group,
or parent Game 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>source</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 test from.</p></td>
</tr>
<tr>
<td class="name"><code>target</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 test to.</p></td>
</tr>
<tr>
<td class="name"><code>world</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>Calculate the distance using World coordinates (true), or Object coordinates (false, the default)</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">number</span>
-
</div>
<div class="returns-desc param-desc">
<p>The distance between the source and target objects.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-1606">line 1606</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="distanceToPointer"><span class="type-signature"></span>distanceToPointer<span class="signature">(displayObject, <span class="optional">pointer</span>, <span class="optional">world</span>)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<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>
<p>The optional <code>world</code> argument allows you to return the result based on the Game Objects <code>world</code> property,
instead of its <code>x</code> and <code>y</code> values. This is useful of the object has been nested inside an offset Group,
or parent Game 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>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 test from.</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">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>The Phaser.Pointer to test to. If none is given then Input.activePointer is used.</p></td>
</tr>
<tr>
<td class="name"><code>world</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>Calculate the distance using World coordinates (true), or Object coordinates (false, the default)</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">number</span>
-
</div>
<div class="returns-desc param-desc">
<p>The distance between the object and the Pointer.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-1657">line 1657</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="distanceToXY"><span class="type-signature"></span>distanceToXY<span class="signature">(displayObject, x, y, <span class="optional">world</span>)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<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>
<p>The optional <code>world</code> argument allows you to return the result based on the Game Objects <code>world</code> property,
instead of its <code>x</code> and <code>y</code> values. This is useful of the object has been nested inside an offset Group,
or parent Game 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>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 test from.</p></td>
</tr>
<tr>
<td class="name"><code>x</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 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>
</tr>
<tr>
<td class="name"><code>world</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>Calculate the distance using World coordinates (true), or Object coordinates (false, the default)</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">number</span>
-
</div>
<div class="returns-desc param-desc">
<p>The distance between the object and the x/y coordinates.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-1630">line 1630</a>
</dt>
</dl>
</dd>
<dt>
<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>
</dt>
<dd>
<div class="description">
<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>
</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>object</code></td>
<td class="type">
<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>
</td>
<td class="attributes">
</td>
<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>
</tr>
<tr>
<td class="name"><code>children</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<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>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-160">line 160</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="enableBody"><span class="type-signature"></span>enableBody<span class="signature">(object)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Creates an Arcade Physics body on the given game object.</p>
<p>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>
<p>When you add an Arcade Physics body to an object it will automatically add the object into its parent Groups hash array.</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>object</code></td>
<td class="type">
<span class="param-type">object</span>
</td>
<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>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-216">line 216</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getObjectsAtLocation"><span class="type-signature"></span>getObjectsAtLocation<span class="signature">(x, y, group, <span class="optional">callback</span>, <span class="optional">callbackContext</span>, <span class="optional">callbackArg</span>)</span><span class="type-signature"> &rarr; {Array.&lt;<a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a>>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Given a Group and a location this will check to see which Group children overlap with the coordinates.
Each child will be sent to the given callback for further processing.
Note that the children are not checked for depth order, but simply if they overlap the coordinate or not.</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>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
</td>
<td class="description last"><p>The x coordinate to check.</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="description last"><p>The y coordinate 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">
&lt;optional><br>
</td>
<td class="description last"><p>A callback function that is called if the object overlaps the coordinates. The callback will be sent two parameters: the callbackArg and the Object that overlapped the location.</p></td>
</tr>
<tr>
<td class="name"><code>callbackContext</code></td>
<td class="type">
<span class="param-type">object</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="description last"><p>The context in which to run the callback.</p></td>
</tr>
<tr>
<td class="name"><code>callbackArg</code></td>
<td class="type">
<span class="param-type">object</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="description last"><p>An argument to pass to the callback.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">Array.&lt;<a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a>></span>
-
</div>
<div class="returns-desc param-desc">
<p>An array of the Sprites from the Group that overlapped the coordinates.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-1310">line 1310</a>
</dt>
</dl>
</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"> &rarr; {Array.&lt;<a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a>>}</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">
&lt;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">
&lt;optional><br>
</td>
<td class="description last"><p>The context in which to run the callback.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">Array.&lt;<a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a>></span>
-
</div>
<div class="returns-desc param-desc">
<p>An array of the Sprites from the Group that overlapped the Pointer coordinates.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-1287">line 1287</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getOverlapX"><span class="type-signature"></span>getOverlapX<span class="signature">(body1, body2, overlapOnly)</span><span class="type-signature"> &rarr; {float}</span></h4>
</dt>
<dd>
<div class="description">
<p>Calculates the horizontal overlap between two Bodies and sets their properties accordingly, including:
<code>touching.left</code>, <code>touching.right</code> and <code>overlapX</code>.</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 first Body to separate.</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 second Body to separate.</p></td>
</tr>
<tr>
<td class="name"><code>overlapOnly</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>Is this an overlap only check, or part of separation?</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">float</span>
-
</div>
<div class="returns-desc param-desc">
<p>Returns the amount of horizontal overlap between the two bodies.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-1019">line 1019</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getOverlapY"><span class="type-signature"></span>getOverlapY<span class="signature">(body1, body2, overlapOnly)</span><span class="type-signature"> &rarr; {float}</span></h4>
</dt>
<dd>
<div class="description">
<p>Calculates the vertical overlap between two Bodies and sets their properties accordingly, including:
<code>touching.up</code>, <code>touching.down</code> and <code>overlapY</code>.</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 first Body to separate.</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 second Body to separate.</p></td>
</tr>
<tr>
<td class="name"><code>overlapOnly</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>Is this an overlap only check, or part of separation?</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">float</span>
-
</div>
<div class="returns-desc param-desc">
<p>Returns the amount of vertical overlap between the two bodies.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-1083">line 1083</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="intersects"><span class="type-signature"></span>intersects<span class="signature">(body1, body2)</span><span class="type-signature"> &rarr; {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 first 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 second Body object to check.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">boolean</span>
-
</div>
<div class="returns-desc param-desc">
<p>True if they intersect, otherwise false.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-979">line 979</a>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<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>
</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>
<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">
&lt;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>maxTime</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;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>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">number</span>
-
</div>
<div class="returns-desc param-desc">
<p>The angle (in radians) that the object should be visually set to in order to match its new velocity.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-1354">line 1354</a>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<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>
</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>
<td class="name"><code>speed</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;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">
&lt;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>
</td>
<td class="attributes">
&lt;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>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">number</span>
-
</div>
<div class="returns-desc param-desc">
<p>The angle (in radians) that the object should be visually set to in order to match its new velocity.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-1389">line 1389</a>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Move the given display object towards the x/y coordinates at a steady velocity.
If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
Note: The display object does not continuously track the target. If the target changes location during transit the display 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>
</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>
<td class="name"><code>x</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 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>
</tr>
<tr>
<td class="name"><code>speed</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;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>maxTime</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;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>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">number</span>
-
</div>
<div class="returns-desc param-desc">
<p>The angle (in radians) that the object should be visually set to in order to match its new velocity.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-1424">line 1424</a>
</dt>
</dl>
</dd>
<dt>
<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"> &rarr; {boolean}</span></h4>
</dt>
<dd>
<div class="description">
<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.
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.
NOTE: This function is not recursive, and will not test against children of objects passed (i.e. Groups within Groups).</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>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>
|
<span class="param-type">array</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<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>
</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>
|
<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>
<td class="type">
<span class="param-type">function</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
null
</td>
<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, unless you are checking Group vs. Sprite, in which case Sprite will always be the first parameter.</p></td>
</tr>
<tr>
<td class="name"><code>processCallback</code></td>
<td class="type">
<span class="param-type">function</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
null
</td>
<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 <code>overlapCallback</code> will only be called if this callback returns <code>true</code>.</p></td>
</tr>
<tr>
<td class="name"><code>callbackContext</code></td>
<td class="type">
<span class="param-type">object</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>The context in which to run the callbacks.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">boolean</span>
-
</div>
<div class="returns-desc param-desc">
<p>True if an overlap occurred otherwise false.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-318">line 318</a>
</dt>
</dl>
</dd>
<dt>
<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>
</dt>
<dd>
<div class="description">
<p>Updates the size of this physics world.</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>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>Top left most corner of the world.</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>Top left most corner of the world.</p></td>
</tr>
<tr>
<td class="name"><code>width</code></td>
<td class="type">
<span class="param-type">number</span>
</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>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-134">line 134</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="setBoundsToWorld"><span class="type-signature"></span>setBoundsToWorld<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Updates the size of this physics world to match the size of the game world.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-149">line 149</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="sort"><span class="type-signature"></span>sort<span class="signature">(group, <span class="optional">sortDirection</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>This method will sort a Groups hash array.</p>
<p>If the Group has <code>physicsSortDirection</code> set it will use the sort direction defined.</p>
<p>Otherwise if the sortDirection parameter is undefined, or Group.physicsSortDirection is null, it will use Phaser.Physics.Arcade.sortDirection.</p>
<p>By changing Group.physicsSortDirection you can customise each Group to sort in a different order.</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>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 sort.</p></td>
</tr>
<tr>
<td class="name"><code>sortDirection</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="description last"><p>The sort direction used to sort this Group.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-518">line 518</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="sortBottomTop"><span class="type-signature"></span>sortBottomTop<span class="signature">(a, b)</span><span class="type-signature"> &rarr; {integer}</span></h4>
</dt>
<dd>
<div class="description">
<p>A Sort function for sorting two bodies based on a BOTTOM to TOP sort direction.</p>
<p>This is called automatically by World.sort</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>a</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
</td>
<td class="description last"><p>The first Sprite to test. The Sprite must have an Arcade Physics Body.</p></td>
</tr>
<tr>
<td class="name"><code>b</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
</td>
<td class="description last"><p>The second Sprite to test. The Sprite must have an Arcade Physics Body.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">integer</span>
-
</div>
<div class="returns-desc param-desc">
<p>A negative value if <code>a &gt; b</code>, a positive value if <code>a &lt; b</code> or 0 if <code>a === b</code> or the bodies are invalid.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-497">line 497</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="sortLeftRight"><span class="type-signature"></span>sortLeftRight<span class="signature">(a, b)</span><span class="type-signature"> &rarr; {integer}</span></h4>
</dt>
<dd>
<div class="description">
<p>A Sort function for sorting two bodies based on a LEFT to RIGHT sort direction.</p>
<p>This is called automatically by World.sort</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>a</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
</td>
<td class="description last"><p>The first Sprite to test. The Sprite must have an Arcade Physics Body.</p></td>
</tr>
<tr>
<td class="name"><code>b</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
</td>
<td class="description last"><p>The second Sprite to test. The Sprite must have an Arcade Physics Body.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">integer</span>
-
</div>
<div class="returns-desc param-desc">
<p>A negative value if <code>a &gt; b</code>, a positive value if <code>a &lt; b</code> or 0 if <code>a === b</code> or the bodies are invalid.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-434">line 434</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="sortRightLeft"><span class="type-signature"></span>sortRightLeft<span class="signature">(a, b)</span><span class="type-signature"> &rarr; {integer}</span></h4>
</dt>
<dd>
<div class="description">
<p>A Sort function for sorting two bodies based on a RIGHT to LEFT sort direction.</p>
<p>This is called automatically by World.sort</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>a</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
</td>
<td class="description last"><p>The first Sprite to test. The Sprite must have an Arcade Physics Body.</p></td>
</tr>
<tr>
<td class="name"><code>b</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
</td>
<td class="description last"><p>The second Sprite to test. The Sprite must have an Arcade Physics Body.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">integer</span>
-
</div>
<div class="returns-desc param-desc">
<p>A negative value if <code>a &gt; b</code>, a positive value if <code>a &lt; b</code> or 0 if <code>a === b</code> or the bodies are invalid.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-455">line 455</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="sortTopBottom"><span class="type-signature"></span>sortTopBottom<span class="signature">(a, b)</span><span class="type-signature"> &rarr; {integer}</span></h4>
</dt>
<dd>
<div class="description">
<p>A Sort function for sorting two bodies based on a TOP to BOTTOM sort direction.</p>
<p>This is called automatically by World.sort</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>a</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
</td>
<td class="description last"><p>The first Sprite to test. The Sprite must have an Arcade Physics Body.</p></td>
</tr>
<tr>
<td class="name"><code>b</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
</td>
<td class="description last"><p>The second Sprite to test. The Sprite must have an Arcade Physics Body.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">integer</span>
-
</div>
<div class="returns-desc param-desc">
<p>A negative value if <code>a &gt; b</code>, a positive value if <code>a &lt; b</code> or 0 if <code>a === b</code> or the bodies are invalid.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-476">line 476</a>
</dt>
</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 unless <code>World.isPaused</code> is <code>true</code>.</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">
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>
</td>
<td class="description last"><p>Body object to be updated.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-240">line 240</a>
</dt>
</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"> &rarr; {<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">
&lt;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">
&lt;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>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span>
-
</div>
<div class="returns-desc 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>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-1460">line 1460</a>
</dt>
</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"> &rarr; {<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">
&lt;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">
&lt;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>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span>
-
</div>
<div class="returns-desc 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>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-1479">line 1479</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="worldAngleToPointer"><span class="type-signature"></span>worldAngleToPointer<span class="signature">(displayObject, <span class="optional">pointer</span>)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Find the angle in radians between a display object (like a Sprite) and a Pointer,
taking their x/y and center into account relative to the world.</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>displayObject</code></td>
<td class="type">
<span class="param-type">any</span>
</td>
<td class="attributes">
</td>
<td class="description last"><p>The DisplayObjerct to test from.</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">
&lt;optional><br>
</td>
<td class="description last"><p>The Phaser.Pointer to test to. If none is given then Input.activePointer is used.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">number</span>
-
</div>
<div class="returns-desc param-desc">
<p>The angle in radians between displayObject.world.x/y to Pointer.worldX / worldY</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_physics_arcade_World.js.html">physics/arcade/World.js</a>, <a href="src_physics_arcade_World.js.html#sunlight-1-line-1770">line 1770</a>
</dt>
</dl>
</dd>
</dl>
</article>
</section>
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