phaser - v4.0.0-rc.4
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    type MatterWorldConfig = {
        autoUpdate?: boolean;
        constraintIterations?: number;
        correction?: number;
        debug?: boolean | MatterDebugConfig;
        enabled?: boolean;
        enableSleeping?: boolean;
        frictionNormalMultiplier?: number;
        getDelta?: Function;
        gravity?: Vector2Like;
        positionDampen?: number;
        positionIterations?: number;
        positionWarming?: number;
        restingThresh?: number;
        restingThreshTangent?: number;
        runner?: MatterRunnerConfig;
        setBounds?: object | boolean;
        "setBounds.bottom"?: boolean;
        "setBounds.height"?: number;
        "setBounds.left"?: boolean;
        "setBounds.right"?: boolean;
        "setBounds.thickness"?: number;
        "setBounds.top"?: boolean;
        "setBounds.width"?: number;
        "setBounds.x"?: number;
        "setBounds.y"?: number;
        "timing.timeScale"?: number;
        "timing.timestamp"?: number;
        velocityIterations?: number;
    }
    Index

    Properties

    autoUpdate?: boolean

    Automatically call Engine.update every time the game steps.

    constraintIterations?: number

    The number of constraint iterations to perform each update. The higher the value, the higher quality the simulation will be at the expense of performance.

    correction?: number

    An optional Number that specifies the time correction factor to apply to the update.

    debug?: boolean | MatterDebugConfig

    Controls the Matter Debug Rendering options. If a boolean it will use the default values, otherwise, specify a Debug Config object.

    enabled?: boolean

    Toggles if the world is enabled or not.

    enableSleeping?: boolean

    A flag that specifies whether the engine should allow sleeping via the Matter.Sleeping module. Sleeping can improve stability and performance, but often at the expense of accuracy.

    frictionNormalMultiplier?: number

    Sets the Resolver friction normal multiplier property.

    getDelta?: Function

    This function is called every time the core game loop steps, which is bound to the Request Animation Frame frequency unless otherwise modified.

    gravity?: Vector2Like

    Sets Phaser.Physics.Matter.World#gravity.

    positionDampen?: number

    Sets the Resolver position dampen property.

    positionIterations?: number

    The number of position iterations to perform each update. The higher the value, the higher quality the simulation will be at the expense of performance.

    positionWarming?: number

    Sets the Resolver position warming property.

    restingThresh?: number

    Sets the Resolver resting threshold property.

    restingThreshTangent?: number

    Sets the Resolver resting threshold tangent property.

    Sets the Matter Runner options.

    setBounds?: object | boolean

    Should the world have bounds enabled by default?

    "setBounds.bottom"?: boolean

    Should the bottom world bounds wall be created?

    "setBounds.height"?: number

    The height of the world bounds.

    "setBounds.left"?: boolean

    Should the left-side world bounds wall be created?

    "setBounds.right"?: boolean

    Should the right-side world bounds wall be created?

    "setBounds.thickness"?: number

    The thickness of the walls of the world bounds.

    "setBounds.top"?: boolean

    Should the top world bounds wall be created?

    "setBounds.width"?: number

    The width of the world bounds.

    "setBounds.x"?: number

    The x coordinate of the world bounds.

    "setBounds.y"?: number

    The y coordinate of the world bounds.

    "timing.timeScale"?: number

    A Number that specifies the global scaling factor of time for all bodies. A value of 0 freezes the simulation. A value of 0.1 gives a slow-motion effect. A value of 1.2 gives a speed-up effect.

    "timing.timestamp"?: number

    A Number that specifies the current simulation-time in milliseconds starting from 0. It is incremented on every Engine.update by the given delta argument.

    velocityIterations?: number

    The number of velocity iterations to perform each update. The higher the value, the higher quality the simulation will be at the expense of performance.