convertCollisionObjects(map, layer, addToWorld) → {array}
getFixtureByKey(key) Accessor to get either a single fixture by its key. Parameters
allowSleep : boolean - Source code:
addConstraint(constraint) → {Phaser.Physics.P2.Constraint} Adds a Constraint to the world.
onEndContact : Phaser.Signal This Signal is dispatched
cameraOffset : Phaser.Point If this object is
left : number The left coordinate of this Group. It is derived by calling getBounds, calculating the Groups
onSpringRemoved : Phaser.Signal This signal is dispatched
world : Phaser.Physics.P2 Local
Page 1 of 35