skipQuadTree : boolean If true the QuadTree will not be used for any collision. QuadTrees are great if objects are well spread
computeVelocity(axis, body, velocity, acceleration, drag, max) → {number}
distanceBetween(source, target, world) → {number} Find the distance
angleToPointer(displayObject, pointer, world) → {number}
worldAngleToPointer(displayObject, pointer) → {number} Find the angle
collide(object1, object2, collideCallback, processCallback, callbackContext)
new Arcade(game) The Arcade Physics world. Contains Arcade Physics related collision, overlap and motion methods. Parameters
checkCollision : Object Set the checkCollision properties to control for which bounds collision is processed.For example
circleBodyIntersects(circle, body) → {boolean} Checks to see if a circular Body intersects with
bounds : Phaser.Rectangle The bounds inside
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