removeSpring(spring) → {Phaser
everythingCollisionGroup : Phaser.Physics
createLockConstraint(bodyA, bodyB, offset, angle, maxForce)
preUpdate() Called at the start of the core update loop. Purges flagged bodies from the world.
new Material(name) A P2 Material. \o/ ~ "Because I'm a Material girl" Parameters
ppu : number Pixels per Length Unit. Source code:
updateCollisionMask(shape) Updates the collisionMask. Parameters
setAllChildren(key, value, checkAlive, checkVisible, operation,
name : string A name for this group. Not used internally but useful for debugging.
createPrismaticConstraint(bodyA, bodyB, lockRotation, anchorA, anchorB,
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