The physics system this Body belongs to.
The Sprite object this physics body belongs to.
If this body is using a Tile shape, you can set the Tile id here, i.e. Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn, Phaser.Physics.Ninja.Tile.CONVEXpp, etc.
If this body is using a Circle shape this controls the radius.
The x coordinate of this Body. This is only used if a sprite is not provided.
The y coordinate of this Body. This is only used if a sprite is not provided.
The width of this Body. This is only used if a sprite is not provided.
The height of this Body. This is only used if a sprite is not provided.
The AABB object this body is using for collision.
The angle of this Body
The bottom value of this Body (same as Body.y + Body.height)
The bounciness of this object when it collides.
The bounciness of this object when it collides. A value between 0 and 1. We recommend setting it to 0.999 to avoid jittering.
Set the checkCollision properties to control which directions collision is processed for this Body.
Set the checkCollision properties to control which directions collision is processed for this Body. For example checkCollision.up = false means it won't collide when the collision happened while moving up. An object containing allowed collision.
The height of this Body.
The height of this Body. This is only used if a sprite is not provided.
If this body is using a Tile shape, you can set the Tile id here, i.e.
If this body is using a Tile shape, you can set the Tile id here, i.e. Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn, Phaser.Physics.Ninja.Tile.CONVEXpp, etc.
If this body is using a Circle shape this controls the radius.
The Sprite object this physics body belongs to.
The physics system this Body belongs to.
The width of this Body.
The width of this Body. This is only used if a sprite is not provided.
The x coordinate of this Body.
The x coordinate of this Body. This is only used if a sprite is not provided.
The y coordinate of this Body.
The y coordinate of this Body. This is only used if a sprite is not provided.
The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than the Sprite itself. For example you can set the velocity, bounce values etc all on the Body.
http://phaser.io/docs/2.6.2/Phaser.Physics.Ninja.Body.html