createCollisionGroup(object) Creates a new Collision Group and optionally applies it to the given object
getContactMaterial(materialA, materialB) → {
ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children
game : Phaser.Game Local reference to game.
parse() Parser for the output of Phaser.Physics.P2.Body#addPhaserPolygon Source
convertTilemap(map, layer, addToWorld, optimize)
[readonly] children : Array.<Displa
setMask(bit, fixtureKey) Parameters Name Type Description
hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan
addConstraint(constraint) → {Phaser.Physics.P2.Constraint} Adds a Constraint to the world.
Page 1 of 35