The bounds inside of which the physics world exists.
The bounds inside of which the physics world exists. Defaults to match the world bounds.
The World gravity setting.
Used by the QuadTree to set the maximum number of iteration levels.
Used by the QuadTree to set the maximum number of objects per quad.
The world QuadTree.
Local reference to game.time.
Ninja Physics. The Ninja Physics system was created in Flash by Metanet Software and ported to JavaScript by Richard Davey.
It allows for AABB and Circle to Tile collision. Tiles can be any of 34 different types, including slopes, convex and concave shapes. * It does what it does very well, but is ripe for expansion and optimisation. Here are some features that I'd love to see the community add:
Feel free to attempt any of the above and submit a Pull Request with your code! Be sure to include test cases proving they work.
http://phaser.io/docs/2.6.2/Phaser.Physics.Ninja.html