createRotationalSpring(bodyA, bodyB, restAngle, stiffness, damping)
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
addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will
clear() Clears all bodies from the simulation, resets callbacks and resets the collision bitmask. The P2 world is also cleared:
getIndex(child) → {integer} Get the index position of the given child in this group, which should
sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below
addRectangle(width, height, offsetX, offsetY, rotation)
alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks
moveUp(child) → {any} Moves the given child up one place in this group unless it's already at the
onContactMaterialAdded : Phaser.Signal This signal
Page 21 of 35