[static] KILL_LIFESPAN : integer A bulletKillType constant that automatically
angularDrag : number The drag applied during the rotation of the Body. Measured in degrees per second squared.
embedded : boolean If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each
createBullets(quantity, key, frame, group)
bulletKillType : integer This controls how the bullets will be killed. The default is Phaser.Weapon.KILL_WORLD_BOUNDS
movementCallback : Function Optional callback. If set, invoked during the running of moveTo or moveFrom
forceX : boolean If true World.separate will always separate on the X axis before Y. Otherwise it will check gravity totals first
getBounds(obj) → {object} Returns the bounds of this physics body. Only used internally by
overlapX : number When this body collides with another, the amount of overlap is stored here. The amount of horizontal overlap
rotation : number The Body's rotation in degrees, as calculated by its angularVelocity and angularAcceleration. Please understand
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