getFurthestFrom(object, callback, callbackContext) → {any}
forEachAlive(callback, callbackContext, args) Call a function on each alive child in this group. See
bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all
game : Phaser.Game Local reference to game.
useElapsedTime : boolean If true the frameRate value will be ignored and instead p2 will step with the value of Game.Time.physicsElapsed
onChildInputOver : Phaser.Signal This Signal is dispatched
boundsCollisionGroup : Phaser.Physics
update() Internal P2 update loop. Source code:
angularVelocity : number The angular velocity of the body. Source code:
offset : Phaser.Point The offset of the Physics Body
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