Reference to the current game instance.
Physics configuration object passed in from the game constructor.
TODO
The angle of the Body in degrees from its original orientation.
The angle of the Body in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement Body.angle = 450 is the same as Body.angle = 90. If you wish to work in radians instead of degrees use the property Body.rotation instead. Working in radians is faster as it doesn't have to convert values. The angle of this Body in degrees.
Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second.
Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second. The angular damping acting acting on the body.
The angular force acting on the body.
The angular velocity of the body.
Enable to automatically apply body damping each step.
A Body can be set to collide against the World bounds automatically if this is set to true.
A Body can be set to collide against the World bounds automatically if this is set to true. Otherwise it will leave the World. Note that this only applies if your World has bounds! The response to the collision should be managed via CollisionMaterials. Also note that when you set this it will only effect Body shapes that already exist. If you then add further shapes to your Body after setting this it will not proactively set them to collide with the bounds. Should the Body collide with the World bounds?
Physics configuration object passed in from the game constructor.
Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second.
Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second. The linear damping acting on the body in the velocity direction.
The p2 Body data.
The p2 Body data. Internal: This member is internal (protected) and may be modified or removed in the future.
Enable or disable debug drawing of this body
Reference to the debug body.
Internally used by Sprite.x/y
Reference to the current game instance.
This is your main access to the P2 Physics World. From here you can create materials, listen for events and add bodies into the physics simulation.