sortTopBottom(a, b) → {integer} A Sort function for sorting two bodies based on a TOP to BOTTOM
mass : number The mass of the Body. When two bodies collide their mass is used in the calculation to determine the exchange of
moveToXY(displayObject, x, y, speed, maxTime) → {number}
getOverlapY(body1, body2, overlapOnly) → {float} Calculates the vertical overlap between two Bodies
onCollide : Phaser.Signal A Signal that is dispatched
fireAtPointer(pointer) → {Phaser.Bullet}
enable(object, children) This will create an Arcade Physics body on the given game object or array of
bulletWorldWrapPadding : integer If bulletWorldWrap is true then you can provide an optional padding value with this
checkCollision : Object Set the checkCollision properties to control which directions collision is processed for this Body.
fireFrom : Phaser.Rectangle This is a Rectangle
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