quadTree : Phaser.QuadTree The world QuadTree.
accelerateToObject(displayObject, destination, speed, xSpeedMax, ySpeedMax)
isPaused : boolean If true the Body.preUpdate method will be skipped, halting all motion for all bodies
angleBetweenCenters(source, target) → {number} Find the angle in radians between centers of two
sort(group, sortDirection) This method will sort a Groups hash array. If the Group has p
getOverlapX(body1, body2, overlapOnly) → {float} Calculates the horizontal overlap between two Bodies
distanceToPointer(displayObject, pointer, world) → {number}
angleToXY(displayObject, x, y, world) → {number} Find the angle in
[static] BOTTOM_TOP : number A constant used for the sortDirection value.Use this if
OVERLAP_BIAS : number A value added to the delta values during collision checks. Source
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