addConstraint(constraint) → {Phaser.Physics.P2.Constraint} Adds a Constraint to the world.
onConstraintAdded : Phaser.Signal This signal is dispatched
getContactMaterial(materialA, materialB) → {
createCollisionGroup(object) Creates a new Collision Group and optionally applies it to the given object
enable(object, debug, children) This will create a P2 Physics body on the
addContactMaterial(material) → {
convertCollisionObjects(map, layer, addToWorld) → {array}
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
createPrismaticConstraint(bodyA, bodyB, lockRotation, anchorA, anchorB,
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