bulletKillDistance : number If you've set bulletKillType to Phaser.Weapon.KILL_DISTANCE this controls
friction : Phaser.Point The amount of movement that
enable : boolean A disabled body won't be checked for any form of collision or overlap or have its pre/post updates run.
new Body(sprite) The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than
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
overlap(object1, object2, overlapCallback, processCallback, callbackContext)
Page 2 of 21