setCircle(radius, offsetX, offsetY) Sets this
overlap(object1, object2, overlapCallback, processCallback, callbackContext)
new Body(sprite) The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than
killAll() → {Phaser.Weapon}
getOverlapY(body1, body2, overlapOnly) → {float} Calculates the vertical overlap between two Bodies
friction : Phaser.Point The amount of movement that
moveToXY(displayObject, x, y, speed, maxTime) → {number}
type : number The type of physics system this body belongs to. Source code:
collideWorldBounds : boolean A Body can be set to collide against the World bounds automatically and rebound back into the World
velocityFromAngle(angle, speed, point) → {
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