Physics#parseConfig()

parseConfig() Parses the Physics Configuration object passed to the Game constructor and starts any physics systems specified within. Source code: physics/Physics.js (Line 107)

Physics#p2

p2 : Phaser.Physics.P2 The P2.JS Physics system. Source code: physics/Physics.js (Line 43)

Physics#ninja

ninja : Phaser.Physics.Ninja The N+ Ninja Physics system. Source code: physics/Physics.js (Line 48)

Physics#matter

matter :Phaser.Physics.Matter The MatterJS Physics system (coming soon). Source code: physics/Physics.js (Line 63)

Physics#game

game : Phaser.Game Local reference to game. Source code: physics/Physics.js (Line 28)

Physics#enable()

enable(object, system, debug) This will create a default physics body on the given game object or array of objects.A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed.It can be for any of the physics systems that have been started: Phaser.Physics.Arcade - A light weight AABB based collision system with basic separation.Phaser.Physics.P2JS - A full-body advanced physics system supporting multiple object shapes, polygon loadin

Physics#destroy()

destroy() Destroys all active physics systems. Usually only called on a Game Shutdown, not on a State swap. Source code: physics/Physics.js (Line 399)

Physics#config

config : Object The physics configuration object as passed to the game on creation. Source code: physics/Physics.js (Line 33)

Physics#chipmunk

chipmunk :Phaser.Physics.Chipmunk The Chipmunk Physics system (to be done). Source code: physics/Physics.js (Line 58)

Physics#box2d

box2d :Phaser.Physics.Box2D The Box2D Physics system. Source code: physics/Physics.js (Line 53)