arcade

..
Axis

Body

The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than the Sprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body. @class Phaser.Physics.Arcade.Body @constructor * @param {Phaser.Sprite} sprite - The Sprite object this physics body belongs to.

Collidable

Any class implementing this interface can be used on World.collide()

Direction

Extensions

A bunch of static extensions to make life easier.

Group

Line

Point

QuadTree

A QuadTree implementation. The original code was a conversion of the Java code posted to GameDevTuts. However I've tweaked it massively to add node indexing, removed lots of temp. var creation and significantly increased performance as a result. Original version at https://github.com/timohausmann/quadtree-js/ @class Phaser.QuadTree @constructor @param {number} x - The top left coordinate of the quadtree. @param {number} y - The top left coordinate of the quadtree. @param {number} width - The width of the quadtree in pixels. @param {number} height - The height of the quadtree in pixels. @param {number} [maxObjects=10] - The maximum number of objects per node. @param {number} [maxLevels=4] - The maximum number of levels to iterate to. @param {number} [level=0] - Which level is this?

QuadTreePool

SortBodiesBottomTop

SortBodiesBottomTop provides a stable implementation of merge sort through its sort method. It should be used instead of Array.sort in cases where the order of equal elements has to be retained on all targets.

SortBodiesLeftRight

SortBodiesLeftRight provides a stable implementation of merge sort through its sort method. It should be used instead of Array.sort in cases where the order of equal elements has to be retained on all targets.

SortBodiesRightLeft

SortBodiesLeftRight provides a stable implementation of merge sort through its sort method. It should be used instead of Array.sort in cases where the order of equal elements has to be retained on all targets.

SortBodiesTopBottom

SortBodiesTopBottom provides a stable implementation of merge sort through its sort method. It should be used instead of Array.sort in cases where the order of equal elements has to be retained on all targets.

SortDirection

World

The Arcade Physics world. Contains Arcade Physics related collision, overlap and motion methods. @class Phaser.Physics.Arcade * @constructor