convertCollisionObjects(map, layer, addToWorld) → {array}
getRandom(startIndex, length) → {any} Returns
world : Phaser.Physics.P2 Local
onEndContact : Phaser.Signal Dispatched when contact
getFixtureByKey(key) Accessor to get either a single fixture by its key. Parameters
getFirstDead(createIfNull, x, y, key,
allowSleep : boolean - Source code:
getClosestTo(object, callback, callbackContext) → {any}
getChildAt(index) → {DisplayObject}
Page 1 of 35