preUpdate() Called at the start of the core update loop. Purges flagged bodies from the world.
mpxi(v) → {number} Convert p2 physics value (meters) to pixel scale and inverses it.By default
getBody(object) → {p2.Body} Checks the given object to see if it has a p2.Body and if so returns
collidesWith :array Array of CollisionGroups that this Bodies shapes collide with. Source
[readonly] physicsType : number The const physics body type of this object.
classType : Object The type of objects that will be created when using
<static> DYNAMIC : number Dynamic body. Dynamic bodies body can move and respond to
mpx(v) → {number} Convert p2 physics value (meters) to pixel scale.By default Phaser uses
setRectangleFromSprite(sprite) → {p2.Rectangle} Clears any previously
moveRight(speed) If this Body is dynamic then this will move it to the right by setting its x velocity to the given speed.The
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