OptionalautoOptionalconstraintThe number of constraint iterations to perform each update. The higher the value, the higher quality the simulation will be at the expense of performance.
OptionalcorrectionAn optional Number that specifies the time correction factor to apply to the update.
OptionaldebugControls the Matter Debug Rendering options. If a boolean it will use the default values, otherwise, specify a Debug Config object.
OptionalenabledToggles if the world is enabled or not.
OptionalenableA 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.
OptionalfrictionSets the Resolver friction normal multiplier property.
OptionalgetThis function is called every time the core game loop steps, which is bound to the Request Animation Frame frequency unless otherwise modified.
OptionalgravitySets Phaser.Physics.Matter.World#gravity.
OptionalpositionSets the Resolver position dampen property.
OptionalpositionThe number of position iterations to perform each update. The higher the value, the higher quality the simulation will be at the expense of performance.
OptionalpositionSets the Resolver position warming property.
OptionalrestingSets the Resolver resting threshold property.
OptionalrestingSets the Resolver resting threshold tangent property.
OptionalrunnerSets the Matter Runner options.
OptionalsetShould the world have bounds enabled by default?
OptionalsetShould the bottom world bounds wall be created?
OptionalsetThe height of the world bounds.
OptionalsetShould the left-side world bounds wall be created?
OptionalsetShould the right-side world bounds wall be created?
OptionalsetThe thickness of the walls of the world bounds.
OptionalsetShould the top world bounds wall be created?
OptionalsetThe width of the world bounds.
OptionalsetThe x coordinate of the world bounds.
OptionalsetThe y coordinate of the world bounds.
Optionaltiming.timeA 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.
Optionaltiming.timestampA Number that specifies the current simulation-time in milliseconds starting from 0. It is incremented on every Engine.update by the given delta argument.
OptionalvelocityThe number of velocity iterations to perform each update. The higher the value, the higher quality the simulation will be at the expense of performance.
Automatically call Engine.update every time the game steps.