setBoundsToWorld() Updates the size of this physics world to match the size of the game world.
overlap(object1, object2, overlapCallback, processCallback, callbackContext)
enableBody(object) Creates a Ninja Physics body on the given game object.A game object can only have 1 physics body active at
separate(body1, body2) → {boolean} The core separation function to separate two physics bodies.
time : Phaser.Time Local reference to game.time.
maxObjects : number Used by the QuadTree to set the maximum number of objects per quad.
enable(object, type, id, radius, children)
convertTilemap(map, layer, slopeMap) → {array} Goes through all tiles in the given Tilemap and TilemapLayer
clearTilemapLayerBodies(map, layer) Clears all physics bodies from the given TilemapLayer that were created
enableCircle(object, radius, children) This will create a Ninja Physics Circle body on the given game
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