phaser - v4.0.0-rc.4
    Preparing search index...
    type ArcadeWorldConfig = {
        checkCollision?: CheckCollisionObject;
        customUpdate?: boolean;
        debug?: boolean;
        debugBodyColor?: number;
        debugShowBody?: boolean;
        debugShowStaticBody?: boolean;
        debugShowVelocity?: boolean;
        debugStaticBodyColor?: number;
        debugVelocityColor?: number;
        fixedStep?: boolean;
        forceX?: boolean;
        fps?: number;
        gravity?: Vector2Like;
        height?: number;
        isPaused?: boolean;
        maxEntries?: number;
        overlapBias?: number;
        tileBias?: number;
        timeScale?: number;
        useTree?: boolean;
        width?: number;
        x?: number;
        y?: number;
    }
    Index

    Properties

    checkCollision?: CheckCollisionObject
    customUpdate?: boolean

    If enabled, you need to call World.update yourself.

    debug?: boolean

    Sets Phaser.Physics.Arcade.World#debug.

    debugBodyColor?: number
    debugShowBody?: boolean
    debugShowStaticBody?: boolean
    debugShowVelocity?: boolean
    debugStaticBodyColor?: number
    debugVelocityColor?: number
    fixedStep?: boolean
    forceX?: boolean
    fps?: number
    gravity?: Vector2Like
    height?: number
    isPaused?: boolean
    maxEntries?: number
    overlapBias?: number
    tileBias?: number
    timeScale?: number
    useTree?: boolean
    width?: number
    x?: number

    Sets bounds.x.

    y?: number

    Sets bounds.y.