根据官方文档的目录整理,重新分组、排序。
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* [ArcadePhysics](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html)
场景层的Arcade物理系统
快捷引用:`Scene.physics`
* [new ArcadePhysics(scene)](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#ArcadePhysics)
* [**Members:**](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#toc3)
* [add :Phaser.Physics.Arcade.Factory](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#add)
Arcade物理系统的工厂类
可以快捷地生成开启了物理系统的游戏对象
并加入物理世界中
* [world :Phaser.Physics.Arcade.World](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#world)
场景层的物理世界
快捷引用:`Scene.physics.world`
负责生成、管理、碰撞、更新它里面的所有物体(body)
参见[场景Arcade物理世界一览](https://blog.xiiigame.com//2021-04-15-场景Arcade物理世界一览)
* [**Methods:**](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#toc9)
* [accelerateTo(gameObject, x, y [, speed] [, xSpeedMax] [, ySpeedMax])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#accelerateTo)
加速移向某点
* [accelerateToObject(gameObject, destination [, speed] [, xSpeedMax] [, ySpeedMax])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#accelerateToObject)
加速移向某对象
* [moveTo(gameObject, x, y [, speed] [, maxTime])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#moveTo)
使对象向指定坐标匀速移动
* [moveToObject(gameObject, destination [, speed] [, maxTime])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#moveToObject)
使对象向指定对象匀速移动
* [closest(source [, targets])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#closest)
获取最近的对象或物体
* [furthest(source [, targets])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#furthest)
获取最远的对象或物体
* [collide(object1 [, object2] [, collideCallback] [, processCallback] [, callbackContext])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#collide)
检测组内或组间碰撞
* [collideTiles(sprite, tiles [, collideCallback] [, processCallback] [, callbackContext])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#collideTiles)
检测单个精灵与瓷砖组的碰撞
* [overlap(object1 [, object2] [, collideCallback] [, processCallback] [, callbackContext])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#overlap)
重叠检测
* [overlapTiles(sprite, tiles [, collideCallback] [, processCallback] [, callbackContext])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#overlapTiles)
检测单个精灵与瓷砖组的重叠
* [overlapCirc(x, y, radius [, includeDynamic] [, includeStatic])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#overlapCirc)
获取与圆形区域重叠的对象
* [overlapRect(x, y, width, height [, includeDynamic] [, includeStatic])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#overlapRect)
获取与方形区域重叠的对象
* [velocityFromAngle(angle [, speed] [, vec2])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#velocityFromAngle)
根据角度和速度计算速率(velocity)向量
* [velocityFromRotation(rotation [, speed] [, vec2])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#velocityFromRotation)
根据弧度和速度计算速率(velocity)向量
* [pause()](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#pause)
暂停物理系统的模拟
* [resume()](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#resume)
继续物理系统的模拟
* [shutdown()](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#shutdown)
场景关闭时关闭物理系统,清除、重置内部属性
* [destroy()](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#destroy)
场景销毁时销毁物理系统,销毁外部引用
* [disableUpdate()](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#disableUpdate)
停止世界的自动更新`World.update`
* [enableUpdate()](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#enableUpdate)
开启世界的自动更新`World.update`
* [scene :Phaser.Scene](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#scene)
* [systems :Phaser.Scenes.Systems](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#systems)
* [config :Phaser.Types.Physics.Arcade.ArcadeWorldConfig](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#config)
* [getConfig()](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#getConfig)