convertTilemap(map, layer, addToWorld, optimize)
getContactMaterial(materialA, materialB) → {
frameRate : number The frame rate the world will be stepped at. Defaults to 1 / 60, but you can change here. Also see useElapsedTime
[readonly] time : boolean The World time. Source
convertCollisionObjects(map, layer, addToWorld) → {array}
addBody(body) → {boolean} Add a body to the world. Parameters
createDistanceConstraint(bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce)
collisionGroups :array An array containing the collision groups that have been defined in the World.
removeBodyNextStep(body) This will add a P2 Physics body into the removal list for the next step. Parameters
onSpringRemoved : Phaser.Signal This signal is dispatched
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