hitTest(worldPoint, bodies, precision, filterStatic)
preUpdate() Called at the start of the core update loop. Purges flagged bodies from the world.
removeSpring(spring) → {Phaser
sleepMode : number How to deactivate bodies during simulation. Possible modes are: World.NO_SLEEPING, World.BODY_SLEEPING and World
createRevoluteConstraint(bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot)
onContactMaterialRemoved : Phaser.Signal This signal
[readonly] total : number The total number of bodies in the world.
everythingCollisionGroup : Phaser.Physics
contactMaterial :p2.ContactMaterial The default Contact Material being used by the World.
callbackContext : Object The context under which the callbacks are fired. Source
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