addBody(body) → {boolean} Add a body to the world. Parameters
getClosestTo(object, callback, callbackContext) → {any}
toLocalFrame(out, worldPoint) Transform a world point to local body frame. Parameters
new BodyDebug(game, body, settings) Draws a P2 Body to a Graphics instance for visual debugging.Needless to say, for every body
left : number The left coordinate of this Group. It is derived by calling getBounds, calculating the Groups
createCollisionGroup(object) Creates a new Collision Group and optionally applies it to the given object
subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group
addConstraint(constraint) → {Phaser.Physics.P2.Constraint} Adds a Constraint to the world.
onConstraintAdded : Phaser.Signal This signal is dispatched
game : Phaser.Game Local reference to game.
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