UNPKG

phaser

Version:

A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

2,827 lines (1,143 loc) 131 kB
<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Phaser Class: Arcade</title> <!--[if lt IE 9]> <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <link type="text/css" rel="stylesheet" href="styles/sunlight.default.css"> <link type="text/css" rel="stylesheet" href="styles/site.cerulean.css"> </head> <body> <div class="container-fluid"> <div class="navbar navbar-fixed-top navbar-inverse"> <div class="navbar-inner"> <a class="brand" href="index.html">Phaser</a> <ul class="nav"> <li class="dropdown"> <a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="Phaser.html">Phaser</a> </li> </ul> </li> <li class="dropdown"> <a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"> <a href="Phaser.Animation.html">Animation</a> </li> <li class="class-depth-1"> <a href="Phaser.AnimationManager.html">AnimationManager</a> </li> <li class="class-depth-1"> <a href="Phaser.AnimationParser.html">AnimationParser</a> </li> <li class="class-depth-1"> <a href="Phaser.ArrayList.html">ArrayList</a> </li> <li class="class-depth-1"> <a href="Phaser.AudioSprite.html">AudioSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.BitmapData.html">BitmapData</a> </li> <li class="class-depth-1"> <a href="Phaser.BitmapText.html">BitmapText</a> </li> <li class="class-depth-1"> <a href="Phaser.Button.html">Button</a> </li> <li class="class-depth-1"> <a href="Phaser.Cache.html">Cache</a> </li> <li class="class-depth-1"> <a href="Phaser.Camera.html">Camera</a> </li> <li class="class-depth-1"> <a href="Phaser.Canvas.html">Canvas</a> </li> <li class="class-depth-1"> <a href="Phaser.Circle.html">Circle</a> </li> <li class="class-depth-1"> <a href="Phaser.Color.html">Color</a> </li> <li class="class-depth-1"> <a href="Phaser.Device.html">Device</a> </li> <li class="class-depth-1"> <a href="Phaser.Easing.html">Easing</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Back.html">Back</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Bounce.html">Bounce</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Circular.html">Circular</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Cubic.html">Cubic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Elastic.html">Elastic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Exponential.html">Exponential</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Linear.html">Linear</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quadratic.html">Quadratic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quartic.html">Quartic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quintic.html">Quintic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a> </li> <li class="class-depth-1"> <a href="Phaser.Ellipse.html">Ellipse</a> </li> <li class="class-depth-1"> <a href="Phaser.Events.html">Events</a> </li> <li class="class-depth-1"> <a href="Phaser.Filter.html">Filter</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexGrid.html">FlexGrid</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexLayer.html">FlexLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.Frame.html">Frame</a> </li> <li class="class-depth-1"> <a href="Phaser.FrameData.html">FrameData</a> </li> <li class="class-depth-1"> <a href="Phaser.Game.html">Game</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectCreator.html">GameObjectCreator</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectFactory.html">GameObjectFactory</a> </li> <li class="class-depth-1"> <a href="Phaser.Gamepad.html">Gamepad</a> </li> <li class="class-depth-1"> <a href="Phaser.GamepadButton.html">GamepadButton</a> </li> <li class="class-depth-1"> <a href="Phaser.Graphics.html">Graphics</a> </li> <li class="class-depth-1"> <a href="Phaser.Group.html">Group</a> </li> <li class="class-depth-1"> <a href="Phaser.Image.html">Image</a> </li> <li class="class-depth-1"> <a href="Phaser.Input.html">Input</a> </li> <li class="class-depth-1"> <a href="Phaser.InputHandler.html">InputHandler</a> </li> <li class="class-depth-1"> <a href="Phaser.Key.html">Key</a> </li> <li class="class-depth-1"> <a href="Phaser.Keyboard.html">Keyboard</a> </li> <li class="class-depth-1"> <a href="Phaser.Line.html">Line</a> </li> <li class="class-depth-1"> <a href="Phaser.LinkedList.html">LinkedList</a> </li> <li class="class-depth-1"> <a href="Phaser.Loader.html">Loader</a> </li> <li class="class-depth-1"> <a href="Phaser.LoaderParser.html">LoaderParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Math.html">Math</a> </li> <li class="class-depth-1"> <a href="Phaser.Mouse.html">Mouse</a> </li> <li class="class-depth-1"> <a href="Phaser.MSPointer.html">MSPointer</a> </li> <li class="class-depth-1"> <a href="Phaser.Net.html">Net</a> </li> <li class="class-depth-1"> <a href="Phaser.Particle.html">Particle</a> </li> <li class="class-depth-1"> <a href="Phaser.Particles.html">Particles</a> </li> <li class="class-depth-2"> <a href="Phaser.Particles.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a> </li> <li class="class-depth-1"> <a href="Phaser.Physics.html">Physics</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.Body.html">Body</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Ninja.html">Ninja</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.AABB.html">AABB</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Circle.html">Circle</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Tile.html">Tile</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.P2.html">P2</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Material.html">Material</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Spring.html">Spring</a> </li> <li class="class-depth-1"> <a href="Phaser.Plugin.html">Plugin</a> </li> <li class="class-depth-1"> <a href="Phaser.PluginManager.html">PluginManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Point.html">Point</a> </li> <li class="class-depth-1"> <a href="Phaser.Pointer.html">Pointer</a> </li> <li class="class-depth-1"> <a href="Phaser.Polygon.html">Polygon</a> </li> <li class="class-depth-1"> <a href="Phaser.QuadTree.html">QuadTree</a> </li> <li class="class-depth-1"> <a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a> </li> <li class="class-depth-1"> <a href="Phaser.Rectangle.html">Rectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a> </li> <li class="class-depth-1"> <a href="Phaser.RetroFont.html">RetroFont</a> </li> <li class="class-depth-1"> <a href="Phaser.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="Phaser.ScaleManager.html">ScaleManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Signal.html">Signal</a> </li> <li class="class-depth-1"> <a href="Phaser.SignalBinding.html">SignalBinding</a> </li> <li class="class-depth-1"> <a href="Phaser.SinglePad.html">SinglePad</a> </li> <li class="class-depth-1"> <a href="Phaser.Sound.html">Sound</a> </li> <li class="class-depth-1"> <a href="Phaser.SoundManager.html">SoundManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="Phaser.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="Phaser.Stage.html">Stage</a> </li> <li class="class-depth-1"> <a href="Phaser.State.html">State</a> </li> <li class="class-depth-1"> <a href="Phaser.StateManager.html">StateManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Text.html">Text</a> </li> <li class="class-depth-1"> <a href="Phaser.Tile.html">Tile</a> </li> <li class="class-depth-1"> <a href="Phaser.Tilemap.html">Tilemap</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapLayer.html">TilemapLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapParser.html">TilemapParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Tileset.html">Tileset</a> </li> <li class="class-depth-1"> <a href="Phaser.TileSprite.html">TileSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.Time.html">Time</a> </li> <li class="class-depth-1"> <a href="Phaser.Timer.html">Timer</a> </li> <li class="class-depth-1"> <a href="Phaser.TimerEvent.html">TimerEvent</a> </li> <li class="class-depth-1"> <a href="Phaser.Touch.html">Touch</a> </li> <li class="class-depth-1"> <a href="Phaser.Tween.html">Tween</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenManager.html">TweenManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Utils.html">Utils</a> </li> <li class="class-depth-2"> <a href="Phaser.Utils.Debug.html">Debug</a> </li> <li class="class-depth-1"> <a href="Phaser.World.html">World</a> </li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span8"> <div id="main"> <h1 class="page-title">Class: Arcade</h1> <section> <header> <h2> <span class="ancestors"><a href="Phaser.html">Phaser</a><a href="Phaser.Physics.html">.Physics</a>.</span> Arcade </h2> <div class="class-description"><p>Phaser.Physics.Arcade</p></div> </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:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="World.js_.html">physics/arcade/World.js</a>, <a href="World.js_.html#sunlight-1-line-14">line 14</a> </li></ul></dd> </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> </dl> <h3 class="subsection-title">Members</h3> <dl> <dt> <h4 class="name" id="bounds"><span class="type-signature"></span>bounds<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>bounds</code></td> <td class="type"> <span class="param-type"><a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span> </td> <td class="description last"><p>The bounds inside of which the physics world exists. Defaults to match the world bounds.</p></td> </tr> </tbody> </table> </dl> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="World.js_.html">physics/arcade/World.js</a>, <a href="World.js_.html#sunlight-1-line-29">line 29</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="checkCollision"><span class="type-signature"></span>checkCollision<span class="type-signature"></span></h4> </dt> <dd> <div class="description"> <p>Set the checkCollision properties to control for which bounds collision is processed. For example checkCollision.down = false means Bodies cannot collide with the World.bounds.bottom.</p> </div> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>checkCollision</code></td> <td class="type"> <span class="param-type">object</span> </td> <td class="description last"><p>An object containing allowed collision flags.</p></td> </tr> </tbody> </table> </dl> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="World.js_.html">physics/arcade/World.js</a>, <a href="World.js_.html#sunlight-1-line-36">line 36</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="forceX"><span class="type-signature"></span>forceX<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>forceX</code></td> <td class="type"> <span class="param-type">boolean</span> </td> <td class="description last"><p>If true World.separate will always separate on the X axis before Y. Otherwise it will check gravity totals first.</p></td> </tr> </tbody> </table> </dl> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="World.js_.html">physics/arcade/World.js</a>, <a href="World.js_.html#sunlight-1-line-61">line 61</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="game"><span class="type-signature"></span>game<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>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>Local reference to game.</p></td> </tr> </tbody> </table> </dl> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="World.js_.html">physics/arcade/World.js</a>, <a href="World.js_.html#sunlight-1-line-19">line 19</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="gravity"><span class="type-signature"></span>gravity<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>gravity</code></td> <td class="type"> <span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span> </td> <td class="description last"><p>The World gravity setting. Defaults to x: 0, y: 0, or no gravity.</p></td> </tr> </tbody> </table> </dl> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="World.js_.html">physics/arcade/World.js</a>, <a href="World.js_.html#sunlight-1-line-24">line 24</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="maxLevels"><span class="type-signature"></span>maxLevels<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>maxLevels</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="description last"><p>Used by the QuadTree to set the maximum number of iteration levels.</p></td> </tr> </tbody> </table> </dl> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="World.js_.html">physics/arcade/World.js</a>, <a href="World.js_.html#sunlight-1-line-46">line 46</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="maxObjects"><span class="type-signature"></span>maxObjects<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>maxObjects</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="description last"><p>Used by the QuadTree to set the maximum number of objects per quad.</p></td> </tr> </tbody> </table> </dl> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="World.js_.html">physics/arcade/World.js</a>, <a href="World.js_.html#sunlight-1-line-41">line 41</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="OVERLAP_BIAS"><span class="type-signature"></span>OVERLAP_BIAS<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>OVERLAP_BIAS</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="description last"><p>A value added to the delta values during collision checks.</p></td> </tr> </tbody> </table> </dl> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="World.js_.html">physics/arcade/World.js</a>, <a href="World.js_.html#sunlight-1-line-51">line 51</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="quadTree"><span class="type-signature"></span>quadTree<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>quadTree</code></td> <td class="type"> <span class="param-type"><a href="Phaser.QuadTree.html">Phaser.QuadTree</a></span> </td> <td class="description last"><p>The world QuadTree.</p></td> </tr> </tbody> </table> </dl> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="World.js_.html">physics/arcade/World.js</a>, <a href="World.js_.html#sunlight-1-line-71">line 71</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="skipQuadTree"><span class="type-signature"></span>skipQuadTree<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>skipQuadTree</code></td> <td class="type"> <span class="param-type">boolean</span> </td> <td class="description last"><p>If true a QuadTree will never be used for any collision. Handy for tightly packed games. See also Body.skipQuadTree.</p></td> </tr> </tbody> </table> </dl> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="World.js_.html">physics/arcade/World.js</a>, <a href="World.js_.html#sunlight-1-line-66">line 66</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="TILE_BIAS"><span class="type-signature"></span>TILE_BIAS<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>TILE_BIAS</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="description last"><p>A value added to the delta values during collision with tiles. Adjust this if you get tunnelling.</p></td> </tr> </tbody> </table> </dl> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="World.js_.html">physics/arcade/World.js</a>, <a href="World.js_.html#sunlight-1-line-56">line 56</a> </li></ul></dd> </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> <dl class="details"> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="World.js_.html">physics/arcade/World.js</a>, <a href="World.js_.html#sunlight-1-line-1601">line 1601</a> </li></ul></dd> </dl> <h5>Returns:</h5> <div class="param-desc"> <p>The angle (in radians) that the object should be visually set to in order to match its new trajectory.</p> </div> <dl> <dt> Type </dt> <dd> <span class="param-type">number</span> </dd> </dl> </dd> <dt> <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> <dl class="details"> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="World.js_.html">physics/arcade/World.js</a>, <a href="World.js_.html#sunlight-1-line-1630">line 1630</a> </li></ul></dd> </dl> <h5>Returns:</h5> <div class="param-desc"> <p>The angle (in radians) that the object should be visually set to in order to match its new trajectory.</p> </div> <dl> <dt> Type </dt> <dd> <span class="param-type">number</span> </dd> </dl> </dd> <dt> <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> <dl class="details"> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="World.js_.html">physics/arcade/World.js</a>, <a href="World.js_.html#sunlight-1-line-1660">line 1660</a> </li></ul></dd> </dl> <h5>Returns:</h5> <div class="param-desc"> <p>The angle (in radians) that the object should be visually set to in order to match its new trajectory.</p> </div> <dl> <dt> Type </dt> <dd> <span class="param-type">number</span> </dd> </dl> </dd> <dt> <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: accelerationFro