## Phaser.Physics. P2

#### new P2(game, config)

  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.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `game` | Phaser.Game |  | Reference to the current game instance.
  `config` | object | <optional> | Physics configuration object passed in from the game constructor.

  Source - physics/p2/World.js, line 20

### Classes

Body
BodyDebug
CollisionGroup
ContactMaterial
DistanceConstraint
FixtureList
GearConstraint
InversePointProxy
LockConstraint
Material
PointProxy
PrismaticConstraint
RevoluteConstraint
RotationalSpring
Spring

### Members

#### applyDamping :boolean

  Enable to automatically apply body damping each step.

  Source - physics/p2/World.js, line 1919

#### applyGravity :boolean

  Enable to automatically apply gravity each step.

  Source - physics/p2/World.js, line 1939

#### applySpringForces :boolean

  Enable to automatically apply spring forces each step.

  Source - physics/p2/World.js, line 1899

#### boundsCollidesWith :array

  An array of the bodies the world bounds collides with.

  Source - physics/p2/World.js, line 232

#### boundsCollisionGroup :Phaser.Physics.P2.CollisionGroup

  A default collision group.

  Source - physics/p2/World.js, line 222

#### callbackContext :object

  The context under which the callbacks are fired.

  Source - physics/p2/World.js, line 170

#### collisionGroups :array

  An array containing the collision groups that have been defined in the World.

  Source - physics/p2/World.js, line 212

#### <internal> config :object

  The p2 World configuration object.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - physics/p2/World.js, line 48

#### contactMaterial :p2.ContactMaterial

  The default Contact Material being used by the World.

  Source - physics/p2/World.js, line 1879

#### emitImpactEvent :boolean

  Set to true if you want to the world to emit the "impact" event. Turning this off could improve performance.

  Source - physics/p2/World.js, line 1994

#### everythingCollisionGroup :Phaser.Physics.P2.CollisionGroup

  A default collision group.

  Source - physics/p2/World.js, line 227

#### frameRate :number

  The frame rate the world will be stepped at. Defaults to 1 / 60, but you can change here. Also see useElapsedTime property.

  Source - physics/p2/World.js, line 60

#### friction :number

  Friction between colliding bodies. This value is used if no matching ContactMaterial is found for a Material pair.

  Source - physics/p2/World.js, line 1839

#### game :Phaser.Game

  Local reference to game.

  Source - physics/p2/World.js, line 25

#### gravity :Phaser.Physics.P2.InversePointProxy

  The gravity applied to all bodies each step.

  Source - physics/p2/World.js, line 83

#### <internal> materials :array.<Phaser.Physics.P2.Material>

  A local array of all created Materials.

  ##### Type:

  - array.<Phaser.Physics.P2.Material>
  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - physics/p2/World.js, line 78

#### nothingCollisionGroup :Phaser.Physics.P2.CollisionGroup

  A default collision group.

  Source - physics/p2/World.js, line 217

#### onBeginContact :Phaser.Signal

  This Signal is dispatched when a first contact is created between two bodies. This happens before the step has been done.

  It sends 5 arguments: `bodyA`, `bodyB`, `shapeA`, `shapeB` and `contactEquations`.

  It is possible that in certain situations the `bodyA` or `bodyB` values are `null`. You should check for this
  in your own code to avoid processing potentially null physics bodies.

  Source - physics/p2/World.js, line 182

#### onBodyAdded :Phaser.Signal

  This signal is dispatched when a new Body is added to the World.

  It sends 1 argument: `body` which is the `Phaser.Physics.P2.Body` that was added to the world.

  Source - physics/p2/World.js, line 97

#### onBodyRemoved :Phaser.Signal

  This signal is dispatched when a Body is removed to the World.

  It sends 1 argument: `body` which is the `Phaser.Physics.P2.Body` that was removed from the world.

  Source - physics/p2/World.js, line 106

#### onConstraintAdded :Phaser.Signal

  This signal is dispatched when a Constraint is added to the World.

  It sends 1 argument: `constraint` which is the `Phaser.Physics.P2.Constraint` that was added to the world.

  Source - physics/p2/World.js, line 133

#### onConstraintRemoved :Phaser.Signal

  This signal is dispatched when a Constraint is removed from the World.

  It sends 1 argument: `constraint` which is the `Phaser.Physics.P2.Constraint` that was removed from the world.

  Source - physics/p2/World.js, line 142

#### onContactMaterialAdded :Phaser.Signal

  This signal is dispatched when a Contact Material is added to the World.

  It sends 1 argument: `material` which is the `Phaser.Physics.P2.ContactMaterial` that was added to the world.

  Source - physics/p2/World.js, line 151

#### onContactMaterialRemoved :Phaser.Signal

  This signal is dispatched when a Contact Material is removed from the World.

  It sends 1 argument: `material` which is the `Phaser.Physics.P2.ContactMaterial` that was removed from the world.

  Source - physics/p2/World.js, line 160

#### onEndContact :Phaser.Signal

  This Signal is dispatched when final contact occurs between two bodies. This happens before the step has been done.

  It sends 4 arguments: `bodyA`, `bodyB`, `shapeA` and `shapeB`.

  It is possible that in certain situations the `bodyA` or `bodyB` values are `null`. You should check for this
  in your own code to avoid processing potentially null physics bodies.

  Source - physics/p2/World.js, line 194

#### onSpringAdded :Phaser.Signal

  This signal is dispatched when a Spring is added to the World.

  It sends 1 argument: `spring` which is either a `Phaser.Physics.P2.Spring`, `p2.LinearSpring` or `p2.RotationalSpring` that was added to the world.

  Source - physics/p2/World.js, line 115

#### onSpringRemoved :Phaser.Signal

  This signal is dispatched when a Spring is removed from the World.

  It sends 1 argument: `spring` which is either a `Phaser.Physics.P2.Spring`, `p2.LinearSpring` or `p2.RotationalSpring` that was removed from the world.

  Source - physics/p2/World.js, line 124

#### paused :boolean

  The paused state of the P2 World.

  Source - physics/p2/World.js, line 72

#### postBroadphaseCallback :function

  A postBroadphase callback.

  Source - physics/p2/World.js, line 165

#### restitution :number

  Default coefficient of restitution between colliding bodies. This value is used if no matching ContactMaterial is found for a Material pair.

  Source - physics/p2/World.js, line 1859

#### sleepMode :number

  How to deactivate bodies during simulation. Possible modes are: World.NO_SLEEPING, World.BODY_SLEEPING and World.ISLAND_SLEEPING.
  If sleeping is enabled, you might need to wake up the bodies if they fall asleep when they shouldn't. If you want to enable sleeping in the world, but want to disable it for a particular body, see Body.allowSleep.

  Source - physics/p2/World.js, line 2014

#### solveConstraints :boolean

  Enable/disable constraint solving in each step.

  Source - physics/p2/World.js, line 1959

#### <readonly> time :boolean

  The World time.

  Source - physics/p2/World.js, line 1979

#### <readonly> total :number

  The total number of bodies in the world.

  Source - physics/p2/World.js, line 2036

#### useElapsedTime :boolean

  If true the frameRate value will be ignored and instead p2 will step with the value of Game.Time.physicsElapsed, which is a delta time value.

  Source - physics/p2/World.js, line 66

#### walls :object

  An object containing the 4 wall bodies that bound the physics world.

  Source - physics/p2/World.js, line 88

#### <internal> world :p2.World

  The p2 World in which the simulation is run.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - physics/p2/World.js, line 54

### Methods

#### addBody(body) → {boolean}

  Add a body to the world.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `body` | Phaser.Physics.P2.Body | The Body to add to the World.

  ##### Returns:

  boolean -

  True if the Body was added successfully, otherwise false.

  Source - physics/p2/World.js, line 887

#### addConstraint(constraint) → {Phaser.Physics.P2.Constraint}

  Adds a Constraint to the world.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `constraint` | Phaser.Physics.P2.Constraint | The Constraint to add to the World.

  ##### Returns:

  Phaser.Physics.P2.Constraint -

  The Constraint that was added.

  Source - physics/p2/World.js, line 1119

#### addContactMaterial(material) → {Phaser.Physics.P2.ContactMaterial}

  Adds a Contact Material to the world.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `material` | Phaser.Physics.P2.ContactMaterial | The Contact Material to be added to the World.

  ##### Returns:

  Phaser.Physics.P2.ContactMaterial -

  The Contact Material that was added.

  Source - physics/p2/World.js, line 1153

#### addSpring(spring) → {Phaser.Physics.P2.Spring}

  Adds a Spring to the world.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `spring` | Phaser.Physics.P2.Spring | p2.LinearSpring | p2.RotationalSpring | The Spring to add to the World.

  ##### Returns:

  Phaser.Physics.P2.Spring -

  The Spring that was added.

  Source - physics/p2/World.js, line 931

#### beginContactHandler(event)

  Handles a p2 begin contact event.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `event` | object | The event data.

  Source - physics/p2/World.js, line 502

#### clear()

  Clears all bodies from the simulation, resets callbacks and resets the collision bitmask.

  The P2 world is also cleared:

  - Removes all solver equations
  - Removes all constraints
  - Removes all bodies
  - Removes all springs
  - Removes all contact materials

  This is called automatically when you switch state.

  Source - physics/p2/World.js, line 800

#### clearTilemapLayerBodies(map, layer)

  Clears all physics bodies from the given TilemapLayer that were created with `World.convertTilemap`.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `map` | Phaser.Tilemap |  | The Tilemap to get the map data from.
  `layer` | number | string | Phaser.TilemapLayer | <optional> | The layer to operate on. If not given will default to map.currentLayer.

  Source - physics/p2/World.js, line 1666

#### convertCollisionObjects(map, layer, addToWorld) → {array}

  Converts all of the polylines objects inside a Tiled ObjectGroup into physics bodies that are added to the world.
  Note that the polylines must be created in such a way that they can withstand polygon decomposition.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `map` | Phaser.Tilemap |  |  | The Tilemap to get the map data from.
  `layer` | number | string | Phaser.TilemapLayer | <optional> |  | The layer to operate on. If not given will default to map.currentLayer.
  `addToWorld` | boolean | <optional> | true | If true it will automatically add each body to the world.

  ##### Returns:

  array -

  An array of the Phaser.Physics.Body objects that have been created.

  Source - physics/p2/World.js, line 1625

#### convertTilemap(map, layer, addToWorld, optimize) → {array}

  Goes through all tiles in the given Tilemap and TilemapLayer and converts those set to collide into physics bodies.
  Only call this after you have specified all of the tiles you wish to collide with calls like Tilemap.setCollisionBetween, etc.
  Every time you call this method it will destroy any previously created bodies and remove them from the world.
  Therefore understand it's a very expensive operation and not to be done in a core game update loop.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `map` | Phaser.Tilemap |  |  | The Tilemap to get the map data from.
  `layer` | number | string | Phaser.TilemapLayer | <optional> |  | The layer to operate on. If not given will default to map.currentLayer.
  `addToWorld` | boolean | <optional> | true | If true it will automatically add each body to the world, otherwise it's up to you to do so.
  `optimize` | boolean | <optional> | true | If true adjacent colliding tiles will be combined into a single body to save processing. However it means you cannot perform specific Tile to Body collision responses.

  ##### Returns:

  array -

  An array of the Phaser.Physics.P2.Body objects that were created.

  Source - physics/p2/World.js, line 1688

#### createBody(x, y, mass, addToWorld, options, points) → {Phaser.Physics.P2.Body}

  Creates a new Body and adds it to the World.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `x` | number |  |  | The x coordinate of Body.
  `y` | number |  |  | The y coordinate of Body.
  `mass` | number |  |  | The mass of the Body. A mass of 0 means a 'static' Body is created.
  `addToWorld` | boolean | <optional> | false | Automatically add this Body to the world? (usually false as it won't have any shapes on construction).
  `options` | object |  |  | An object containing the build options: ###### Properties
  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `optimalDecomp` | boolean | <optional> | false | Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices.
  `skipSimpleCheck` | boolean | <optional> | false | Set to true if you already know that the path is not intersecting itself.
  `removeCollinearPoints` | boolean | number | <optional> | false | Set to a number (angle threshold value) to remove collinear points, or false to keep all points.
  `points` | Array.<number> | number |  |  | An array of 2d vectors that form the convex or concave polygon. Either [[0,0], [0,1],...] or a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arguments passed can be flat x,y values e.g. `setPolygon(options, x,y, x,y, x,y, ...)` where `x` and `y` are numbers.

  ##### Returns:

  Phaser.Physics.P2.Body -

  The body

  Source - physics/p2/World.js, line 1542

#### createCollisionGroup(object)

  Creates a new Collision Group and optionally applies it to the given object.
  Collision Groups are handled using bitmasks, therefore you have a fixed limit you can create before you need to re-use older groups.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `object` | Phaser.Group | Phaser.Sprite | <optional> | An optional Sprite or Group to apply the Collision Group to. If a Group is given it will be applied to all top-level children.

  Source - physics/p2/World.js, line 1411

#### createContactMaterial(materialA, materialB, options) → {Phaser.Physics.P2.ContactMaterial}

  Creates a Contact Material from the two given Materials. You can then edit the properties of the Contact Material directly.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `materialA` | Phaser.Physics.P2.Material | <optional> | The first Material to create the ContactMaterial from. If undefined it will create a new Material object first.
  `materialB` | Phaser.Physics.P2.Material | <optional> | The second Material to create the ContactMaterial from. If undefined it will create a new Material object first.
  `options` | object | <optional> | Material options object.

  ##### Returns:

  Phaser.Physics.P2.ContactMaterial -

  The Contact Material that was created.

  Source - physics/p2/World.js, line 1246

#### createDistanceConstraint(bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce) → {Phaser.Physics.P2.DistanceConstraint}

  Creates a constraint that tries to keep the distance between two bodies constant.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `bodyA` | Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body |  | First connected body.
  `bodyB` | Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body |  | Second connected body.
  `distance` | number |  | The distance to keep between the bodies.
  `localAnchorA` | Array | <optional> | The anchor point for bodyA, defined locally in bodyA frame. Defaults to [0,0].
  `localAnchorB` | Array | <optional> | The anchor point for bodyB, defined locally in bodyB frame. Defaults to [0,0].
  `maxForce` | number | <optional> | The maximum force that should be applied to constrain the bodies.

  ##### Returns:

  Phaser.Physics.P2.DistanceConstraint -

  The constraint

  Source - physics/p2/World.js, line 979

#### createGearConstraint(bodyA, bodyB, angle, ratio) → {Phaser.Physics.P2.GearConstraint}

  Creates a constraint that tries to keep the distance between two bodies constant.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `bodyA` | Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body |  |  | First connected body.
  `bodyB` | Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body |  |  | Second connected body.
  `angle` | number | <optional> | 0 | The relative angle
  `ratio` | number | <optional> | 1 | The gear ratio.

  ##### Returns:

  Phaser.Physics.P2.GearConstraint -

  The constraint

  Source - physics/p2/World.js, line 1007

#### createLockConstraint(bodyA, bodyB, offset, angle, maxForce) → {Phaser.Physics.P2.LockConstraint}

  Locks the relative position between two bodies.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `bodyA` | Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body |  |  | First connected body.
  `bodyB` | Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body |  |  | Second connected body.
  `offset` | Array | <optional> |  | The offset of bodyB in bodyA's frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
  `angle` | number | <optional> | 0 | The angle of bodyB in bodyA's frame.
  `maxForce` | number | <optional> |  | The maximum force that should be applied to constrain the bodies.

  ##### Returns:

  Phaser.Physics.P2.LockConstraint -

  The constraint

  Source - physics/p2/World.js, line 1062

#### createMaterial(name, body) → {Phaser.Physics.P2.Material}

  Creates a Material. Materials are applied to Shapes owned by a Body and can be set with Body.setMaterial().
  Materials are a way to control what happens when Shapes collide. Combine unique Materials together to create Contact Materials.
  Contact Materials have properties such as friction and restitution that allow for fine-grained collision control between different Materials.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `name` | string | <optional> | Optional name of the Material. Each Material has a unique ID but string names are handy for debugging.
  `body` | Phaser.Physics.P2.Body | <optional> | Optional Body. If given it will assign the newly created Material to the Body shapes.

  ##### Returns:

  Phaser.Physics.P2.Material -

  The Material that was created. This is also stored in Phaser.Physics.P2.materials.

  Source - physics/p2/World.js, line 1219

#### createParticle(x, y, mass, addToWorld, options, points)

  Creates a new Particle and adds it to the World.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `x` | number |  |  | The x coordinate of Body.
  `y` | number |  |  | The y coordinate of Body.
  `mass` | number |  |  | The mass of the Body. A mass of 0 means a 'static' Body is created.
  `addToWorld` | boolean | <optional> | false | Automatically add this Body to the world? (usually false as it won't have any shapes on construction).
  `options` | object |  |  | An object containing the build options: ###### Properties
  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `optimalDecomp` | boolean | <optional> | false | Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices.
  `skipSimpleCheck` | boolean | <optional> | false | Set to true if you already know that the path is not intersecting itself.
  `removeCollinearPoints` | boolean | number | <optional> | false | Set to a number (angle threshold value) to remove collinear points, or false to keep all points.
  `points` | Array.<number> | number |  |  | An array of 2d vectors that form the convex or concave polygon. Either [[0,0], [0,1],...] or a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arguments passed can be flat x,y values e.g. `setPolygon(options, x,y, x,y, x,y, ...)` where `x` and `y` are numbers.

  Source - physics/p2/World.js, line 1584

#### createPrismaticConstraint(bodyA, bodyB, lockRotation, anchorA, anchorB, axis, maxForce) → {Phaser.Physics.P2.PrismaticConstraint}

  Constraint that only allows bodies to move along a line, relative to each other.
  See http://www.iforce2d.net/b2dtut/joints-prismatic

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `bodyA` | Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body |  |  | First connected body.
  `bodyB` | Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body |  |  | Second connected body.
  `lockRotation` | boolean | <optional> | true | If set to false, bodyB will be free to rotate around its anchor point.
  `anchorA` | Array | <optional> |  | Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
  `anchorB` | Array | <optional> |  | Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
  `axis` | Array | <optional> |  | An axis, defined in body A frame, that body B's anchor point may slide along. The value is an array with 2 elements matching x and y, i.e: [32, 32].
  `maxForce` | number | <optional> |  | The maximum force that should be applied to constrain the bodies.

  ##### Returns:

  Phaser.Physics.P2.PrismaticConstraint -

  The constraint

  Source - physics/p2/World.js, line 1089

#### createRevoluteConstraint(bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot) → {Phaser.Physics.P2.RevoluteConstraint}

  Connects two bodies at given offset points, letting them rotate relative to each other around this point.
  The pivot points are given in world (pixel) coordinates.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `bodyA` | Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body |  |  | First connected body.
  `pivotA` | Array |  |  | The point relative to the center of mass of bodyA which bodyA is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32].
  `bodyB` | Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body |  |  | Second connected body.
  `pivotB` | Array |  |  | The point relative to the center of mass of bodyB which bodyB is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32].
  `maxForce` | number | <optional> | 0 | The maximum force that should be applied to constrain the bodies.
  `worldPivot` | Float32Array | <optional> | null | A pivot point given in world coordinates. If specified, localPivotA and localPivotB are automatically computed from this value.

  ##### Returns:

  Phaser.Physics.P2.RevoluteConstraint -

  The constraint

  Source - physics/p2/World.js, line 1033

#### createRotationalSpring(bodyA, bodyB, restAngle, stiffness, damping) → {Phaser.Physics.P2.RotationalSpring}

  Creates a rotational spring, connecting two bodies. A spring can have a resting length, a stiffness and damping.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `bodyA` | Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body |  |  | First connected body.
  `bodyB` | Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body |  |  | Second connected body.
  `restAngle` | number | <optional> |  | The relative angle of bodies at which the spring is at rest. If not given, it's set to the current relative angle between the bodies.
  `stiffness` | number | <optional> | 100 | Stiffness of the spring. A number >= 0.
  `damping` | number | <optional> | 1 | Damping of the spring. A number >= 0.

  ##### Returns:

  Phaser.Physics.P2.RotationalSpring -

  The spring

  Source - physics/p2/World.js, line 1515

#### createSpring(bodyA, bodyB, restLength, stiffness, damping, worldA, worldB, localA, localB) → {Phaser.Physics.P2.Spring}

  Creates a linear spring, connecting two bodies. A spring can have a resting length, a stiffness and damping.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `bodyA` | Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body |  |  | First connected body.
  `bodyB` | Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body |  |  | Second connected body.
  `restLength` | number | <optional> | 1 | Rest length of the spring. A number > 0.
  `stiffness` | number | <optional> | 100 | Stiffness of the spring. A number >= 0.
  `damping` | number | <optional> | 1 | Damping of the spring. A number >= 0.
  `worldA` | Array | <optional> |  | Where to hook the spring to body A in world coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].
  `worldB` | Array | <optional> |  | Where to hook the spring to body B in world coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].
  `localA` | Array | <optional> |  | Where to hook the spring to body A in local body coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].
  `localB` | Array | <optional> |  | Where to hook the spring to body B in local body coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].

  ##### Returns:

  Phaser.Physics.P2.Spring -

  The spring

  Source - physics/p2/World.js, line 1484

#### destroy()

  Clears all bodies from the simulation and unlinks World from Game. Should only be called on game shutdown. Call `clear` on a State change.

  Source - physics/p2/World.js, line 874

#### enable(object, debug, children)

  This will create a P2 Physics body on the given game object or array of game 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.
  Note: When the game object is enabled for P2 physics it has its anchor x/y set to 0.5 so it becomes centered.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `object` | object | array | Phaser.Group |  |  | The game object to create the physics body on. Can also be an array or Group of objects, a body will be created on every child that has a `body` property.
  `debug` | boolean | <optional> | false | Create a debug object to go with this body?
  `children` | boolean | <optional> | true | Should a body be created on all children of this object? If true it will recurse down the display list as far as it can go.

  Source - physics/p2/World.js, line 313

#### enableBody(object, debug)

  Creates a P2 Physics body on the given game object.
  A game object can only have 1 physics body active at any one time, and it can't be changed until the body is nulled.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `object` | object | The game object to create the physics body on. A body will only be created if this object has a null `body` property.
  `debug` | boolean | Create a debug object to go with this body?

  Source - physics/p2/World.js, line 372

#### endContactHandler(event)

  Handles a p2 end contact event.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `event` | object | The event data.

  Source - physics/p2/World.js, line 527

#### getBodies() → {array.<Phaser.Physics.P2.Body>}

  Populates and returns an array with references to of all current Bodies in the world.

  ##### Returns:

  array.<Phaser.Physics.P2.Body> -

  An array containing all current Bodies in the world.

  Source - physics/p2/World.js, line 1266

#### getBody(object) → {p2.Body}

  Checks the given object to see if it has a p2.Body and if so returns it.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `object` | object | The object to check for a p2.Body on.

  ##### Returns:

  p2.Body -

  The p2.Body, or null if not found.

  Source - physics/p2/World.js, line 1286

#### getConstraints() → {array.<Phaser.Physics.P2.Constraint>}

  Populates and returns an array of all current Constraints in the world.
  You will get an array of p2 constraints back. This can be of mixed types, for example the array may contain
  PrismaticConstraints, RevoluteConstraints or any other valid p2 constraint type.

  ##### Returns:

  array.<Phaser.Physics.P2.Constraint> -

  An array containing all current Constraints in the world.

  Source - physics/p2/World.js, line 1335

#### getContactMaterial(materialA, materialB) → {Phaser.Physics.P2.ContactMaterial|boolean}

  Gets a Contact Material based on the two given Materials.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `materialA` | Phaser.Physics.P2.Material | The first Material to search for.
  `materialB` | Phaser.Physics.P2.Material | The second Material to search for.

  ##### Returns:

  Phaser.Physics.P2.ContactMaterial | boolean -

  The Contact Material or false if none was found matching the Materials given.

  Source - physics/p2/World.js, line 1187

#### getSprings() → {array.<Phaser.Physics.P2.Spring>}

  Populates and returns an array of all current Springs in the world.

  ##### Returns:

  array.<Phaser.Physics.P2.Spring> -

  An array containing all current Springs in the world.

  Source - physics/p2/World.js, line 1315

#### hitTest(worldPoint, bodies, precision, filterStatic) → {Array}

  Test if a world point overlaps bodies. You will get an array of actual P2 bodies back. You can find out which Sprite a Body belongs to
  (if any) by checking the Body.parent.sprite property. Body.parent is a Phaser.Physics.P2.Body property.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `worldPoint` | Phaser.Point |  |  | Point to use for intersection tests. The points values must be in world (pixel) coordinates.
  `bodies` | Array.<(Phaser.Physics.P2.Body|Phaser.Sprite|p2.Body)> | <optional> |  | A list of objects to check for intersection. If not given it will check Phaser.Physics.P2.world.bodies (i.e. all world bodies)
  `precision` | number | <optional> | 5 | Used for matching against particles and lines. Adds some margin to these infinitesimal objects.
  `filterStatic` | boolean | <optional> | false | If true all Static objects will be removed from the results array.

  ##### Returns:

  Array -

  Array of bodies that overlap the point.

  Source - physics/p2/World.js, line 1357

#### mpx(v) → {number}

  Convert p2 physics value (meters) to pixel scale.
  By default Phaser uses a scale of 20px per meter.
  If you need to modify this you can over-ride these functions via the Physics Configuration object.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `v` | number | The value to convert.

  ##### Returns:

  number -

  The scaled value.

  Source - physics/p2/World.js, line 1777

#### mpxi(v) → {number}

  Convert p2 physics value (meters) to pixel scale and inverses it.
  By default Phaser uses a scale of 20px per meter.
  If you need to modify this you can over-ride these functions via the Physics Configuration object.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `v` | number | The value to convert.

  ##### Returns:

  number -

  The scaled value.

  Source - physics/p2/World.js, line 1807

#### pause()

  Pauses the P2 World independent of the game pause state.

  Source - physics/p2/World.js, line 733

#### preUpdate()

  Called at the start of the core update loop. Purges flagged bodies from the world.

  Source - physics/p2/World.js, line 295

#### pxm(v) → {number}

  Convert pixel value to p2 physics scale (meters).
  By default Phaser uses a scale of 20px per meter.
  If you need to modify this you can over-ride these functions via the Physics Configuration object.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `v` | number | The value to convert.

  ##### Returns:

  number -

  The scaled value.

  Source - physics/p2/World.js, line 1792

#### pxmi(v) → {number}

  Convert pixel value to p2 physics scale (meters) and inverses it.
  By default Phaser uses a scale of 20px per meter.
  If you need to modify this you can over-ride these functions via the Physics Configuration object.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `v` | number | The value to convert.

  ##### Returns:

  number -

  The scaled value.

  Source - physics/p2/World.js, line 1822

#### removeBody(body) → {Phaser.Physics.P2.Body}

  Removes a body from the world. This will silently fail if the body wasn't part of the world to begin with.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `body` | Phaser.Physics.P2.Body | The Body to remove from the World.

  ##### Returns:

  Phaser.Physics.P2.Body -

  The Body that was removed.

  Source - physics/p2/World.js, line 911

#### removeBodyNextStep(body)

  This will add a P2 Physics body into the removal list for the next step.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `body` | Phaser.Physics.P2.Body | The body to remove at the start of the next step.

  Source - physics/p2/World.js, line 283

#### removeConstraint(constraint) → {Phaser.Physics.P2.Constraint}

  Removes a Constraint from the world.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `constraint` | Phaser.Physics.P2.Constraint | The Constraint to be removed from the World.

  ##### Returns:

  Phaser.Physics.P2.Constraint -

  The Constraint that was removed.

  Source - physics/p2/World.js, line 1136

#### removeContactMaterial(material) → {Phaser.Physics.P2.ContactMaterial}

  Removes a Contact Material from the world.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `material` | Phaser.Physics.P2.ContactMaterial | The Contact Material to be removed from the World.

  ##### Returns:

  Phaser.Physics.P2.ContactMaterial -

  The Contact Material that was removed.

  Source - physics/p2/World.js, line 1170

#### removeSpring(spring) → {Phaser.Physics.P2.Spring}

  Removes a Spring from the world.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `spring` | Phaser.Physics.P2.Spring | The Spring to remove from the World.

  ##### Returns:

  Phaser.Physics.P2.Spring -

  The Spring that was removed.

  Source - physics/p2/World.js, line 955

#### reset()

  Called by Phaser.Physics when a State swap occurs.
  Starts the begin and end Contact listeners again.

  Source - physics/p2/World.js, line 779

#### resume()

  Resumes a paused P2 World.

  Source - physics/p2/World.js, line 744

#### setBounds(x, y, width, height, left, right, top, bottom, setCollisionGroup)

  Sets the bounds of the Physics world to match the given world pixel dimensions.
  You can optionally set which 'walls' to create: left, right, top or bottom.
  If none of the walls are given it will default to use the walls settings it had previously.
  I.e. if you previously told it to not have the left or right walls, and you then adjust the world size
  the newly created bounds will also not have the left and right walls.
  Explicitly state them in the parameters to override this.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `x` | number |  |  | The x coordinate of the top-left corner of the bounds.
  `y` | number |  |  | The y coordinate of the top-left corner of the bounds.
  `width` | number |  |  | The width of the bounds.
  `height` | number |  |  | The height of the bounds.
  `left` | boolean | <optional> | true | If true will create the left bounds wall.
  `right` | boolean | <optional> | true | If true will create the right bounds wall.
  `top` | boolean | <optional> | true | If true will create the top bounds wall.
  `bottom` | boolean | <optional> | true | If true will create the bottom bounds wall.
  `setCollisionGroup` | boolean | <optional> | true | If true the Bounds will be set to use its own Collision Group.

  Source - physics/p2/World.js, line 646

#### setImpactEvents(state)

  Impact event handling is disabled by default. Enable it before any impact events will be dispatched.
  In a busy world hundreds of impact events can be generated every step, so only enable this if you cannot do what you need via beginContact or collision masks.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `state` | boolean | Set to true to enable impact events, or false to disable.

  Source - physics/p2/World.js, line 393

#### setMaterial(material, bodies)

  Sets the given Material against all Shapes owned by all the Bodies in the given array.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `material` | Phaser.Physics.P2.Material | The Material to be applied to the given Bodies.
  `bodies` | array.<Phaser.Physics.P2.Body> | An Array of Body objects that the given Material will be set on.

  Source - physics/p2/World.js, line 1201

#### setPostBroadphaseCallback(callback, context)

  Sets a callback to be fired after the Broadphase has collected collision pairs in the world.
  Just because a pair exists it doesn't mean they will collide, just that they potentially could do.
  If your calback returns `false` the pair will be removed from the narrowphase. This will stop them testing for collision this step.
  Returning `true` from the callback will ensure they are checked in the narrowphase.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `callback` | function | The callback that will receive the postBroadphase event data. It must return a boolean. Set to null to disable an existing callback.
  `context` | object | The context under which the callback will be fired.

  Source - physics/p2/World.js, line 413

#### toJSON() → {object}

  Converts the current world into a JSON object.

  ##### Returns:

  object -

  A JSON representation of the world.

  Source - physics/p2/World.js, line 1399

#### update()

  Internal P2 update loop.

  Source - physics/p2/World.js, line 755

#### updateBoundsCollisionGroup(setCollisionGroup)

  By default the World will be set to collide everything with everything. The bounds of the world is a Body with 4 shapes, one for each face.
  If you start to use your own collision groups then your objects will no longer collide with the bounds.
  To fix this you need to adjust the bounds to use its own collision group first BEFORE changing your Sprites collision group.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `setCollisionGroup` | boolean | <optional> | true | If true the Bounds will be set to use its own Collision Group.

  Source - physics/p2/World.js, line 608