Type Definitions
-
MatterBody
-
Type:
- MatterJS.BodyType | Phaser.GameObjects.GameObject | Phaser.Physics.Matter.Image | Phaser.Physics.Matter.Sprite | Phaser.Physics.Matter.TileBody
- Since: 3.22.0
- Source: src/physics/matter-js/typedefs/MatterBody.js (Line 1)
-
MatterBodyConfig
-
Type:
- object
- Since: 3.22.0
- Source: src/physics/matter-js/typedefs/MatterBodyConfig.js (Line 1)
Properties:
Name Type Argument Default Description label
string <optional>
'Body' An arbitrary string-based name to help identify this body.
parts
Array.<MatterJS.BodyType> <optional>
An array of bodies that make up this body. The first body in the array must always be a self reference to the current body instance. All bodies in the
parts
array together form a single rigid compound body.plugin
any <optional>
An object reserved for storing plugin-specific properties.
angle
number <optional>
0 A number specifying the angle of the body, in radians.
vertices
Array.<Phaser.Types.Math.Vector2Like> <optional>
null An array of
Vector
objects that specify the convex hull of the rigid body. These should be provided about the origin(0, 0)
.position
Phaser.Types.Math.Vector2Like <optional>
A
Vector
that specifies the current world-space position of the body.force
Phaser.Types.Math.Vector2Like <optional>
A
Vector
that specifies the force to apply in the current step. It is zeroed after everyBody.update
. See alsoBody.applyForce
.torque
number <optional>
0 A
Number
that specifies the torque (turning force) to apply in the current step. It is zeroed after everyBody.update
.isSensor
boolean <optional>
false A flag that indicates whether a body is a sensor. Sensor triggers collision events, but doesn't react with colliding body physically.
isStatic
boolean <optional>
false A flag that indicates whether a body is considered static. A static body can never change position or angle and is completely fixed.
sleepThreshold
number <optional>
60 A
Number
that defines the number of updates in which this body must have near-zero velocity before it is set as sleeping by theMatter.Sleeping
module (if sleeping is enabled by the engine).density
number <optional>
0.001 A
Number
that defines the density of the body, that is its mass per unit area. If you pass the density viaBody.create
themass
property is automatically calculated for you based on the size (area) of the object. This is generally preferable to simply setting mass and allows for more intuitive definition of materials (e.g. rock has a higher density than wood).restitution
number <optional>
0 A
Number
that defines the restitution (elasticity) of the body. The value is always positive and is in the range(0, 1)
.friction
number <optional>
0.1 A
Number
that defines the friction of the body. The value is always positive and is in the range(0, 1)
. A value of0
means that the body may slide indefinitely. A value of1
means the body may come to a stop almost instantly after a force is applied.frictionStatic
number <optional>
0.5 A
Number
that defines the static friction of the body (in the Coulomb friction model). A value of0
means the body will never 'stick' when it is nearly stationary and only dynamicfriction
is used. The higher the value (e.g.10
), the more force it will take to initially get the body moving when nearly stationary. This value is multiplied with thefriction
property to make it easier to changefriction
and maintain an appropriate amount of static friction.frictionAir
number <optional>
0.01 A
Number
that defines the air friction of the body (air resistance). A value of0
means the body will never slow as it moves through space. The higher the value, the faster a body slows when moving through space.collisionFilter
Phaser.Types.Physics.Matter.MatterCollisionFilter <optional>
An
Object
that specifies the collision filtering properties of this body.slop
number <optional>
0.05 A
Number
that specifies a tolerance on how far a body is allowed to 'sink' or rotate into other bodies. Avoid changing this value unless you understand the purpose ofslop
in physics engines. The default should generally suffice, although very large bodies may require larger values for stable stacking.timeScale
number <optional>
1 A
Number
that allows per-body time scaling, e.g. a force-field where bodies inside are in slow-motion, while others are at full speed.chamfer
number | Array.<number> | Phaser.Types.Physics.Matter.MatterChamferConfig <optional>
null A number, or array of numbers, to chamfer the vertices of the body, or a full Chamfer configuration object.
circleRadius
number <optional>
0 The radius of this body if a circle.
mass
number <optional>
0 A
Number
that defines the mass of the body, although it may be more appropriate to specify thedensity
property instead. If you modify this value, you must also modify thebody.inverseMass
property (1 / mass
).inverseMass
number <optional>
0 A
Number
that defines the inverse mass of the body (1 / mass
). If you modify this value, you must also modify thebody.mass
property.scale
Phaser.Types.Math.Vector2Like <optional>
A
Vector
that specifies the initial scale of the body.gravityScale
Phaser.Types.Math.Vector2Like <optional>
A
Vector
that scales the influence of World gravity when applied to this body.ignoreGravity
boolean <optional>
false A boolean that toggles if this body should ignore world gravity or not.
ignorePointer
boolean <optional>
false A boolean that toggles if this body should ignore pointer / mouse constraints or not.
render
Phaser.Types.Physics.Matter.MatterBodyRenderConfig <optional>
The Debug Render configuration object for this body.
onCollideCallback
function <optional>
A callback that is invoked when this Body starts colliding with any other Body. You can register callbacks by providing a function of type
( pair: Matter.Pair) => void
.onCollideEndCallback
function <optional>
A callback that is invoked when this Body stops colliding with any other Body. You can register callbacks by providing a function of type
( pair: Matter.Pair) => void
.onCollideActiveCallback
function <optional>
A callback that is invoked for the duration that this Body is colliding with any other Body. You can register callbacks by providing a function of type
( pair: Matter.Pair) => void
.onCollideWith
any <optional>
A collision callback dictionary used by the
Body.setOnCollideWith
function. -
MatterBodyRenderConfig
-
Type:
- object
- Since: 3.22.0
- Source: src/physics/matter-js/typedefs/MatterBodyRenderConfig.js (Line 1)
Properties:
Name Type Argument Default Description visible
boolean <optional>
true Should this body be rendered by the Debug Renderer?
opacity
number <optional>
1 The opacity of the body and all parts within it.
fillColor
number <optional>
The color value of the fill when rendering this body.
fillOpacity
number <optional>
The opacity of the fill when rendering this body, a value between 0 and 1.
lineColor
number <optional>
The color value of the line stroke when rendering this body.
lineOpacity
number <optional>
The opacity of the line when rendering this body, a value between 0 and 1.
lineThickness
number <optional>
If rendering lines, the thickness of the line.
sprite
object <optional>
Controls the offset between the body and the parent Game Object, if it has one.
Properties
Name Type Argument Default Description xOffset
number <optional>
0 The horizontal offset between the body and the parent Game Object texture, if it has one.
yOffset
number <optional>
0 The vertical offset between the body and the parent Game Object texture, if it has one.
-
MatterBodyTileOptions
-
Type:
- object
- Since: 3.0.0
- Source: src/physics/matter-js/typedefs/MatterBodyTileOptions.js (Line 1)
Properties:
Name Type Argument Default Description isStatic
boolean <optional>
true Whether or not the newly created body should be made static. This defaults to true since typically tiles should not be moved.
addToWorld
boolean <optional>
true Whether or not to add the newly created body (or existing body if options.body is used) to the Matter world.
-
MatterChamferConfig
-
Type:
- object
- Since: 3.22.0
- Source: src/physics/matter-js/typedefs/MatterChamferConfig.js (Line 1)
Properties:
Name Type Argument Default Description radius
number | Array.<number> <optional>
8 A single number, or an array, to specify the radius for each vertex.
quality
number <optional>
-1 The quality of the chamfering. -1 means 'auto'.
qualityMin
number <optional>
2 The minimum quality of the chamfering. The higher this value, the more vertices are created.
qualityMax
number <optional>
14 The maximum quality of the chamfering. The higher this value, the more vertices are created.
-
MatterCollisionData
-
Type:
- object
- Since: 3.22.0
- Source: src/physics/matter-js/typedefs/MatterCollisionData.js (Line 1)
Properties:
Name Type Description collided
boolean Have the pair collided or not?
bodyA
MatterJS.BodyType A reference to the first body involved in the collision.
bodyB
MatterJS.BodyType A reference to the second body involved in the collision.
axisBody
MatterJS.BodyType A reference to the dominant axis body.
axisNumber
number The index of the dominant collision axis vector (edge normal)
depth
number The depth of the collision on the minimum overlap.
parentA
MatterJS.BodyType A reference to the parent of Body A, or to Body A itself if it has no parent.
parentB
MatterJS.BodyType A reference to the parent of Body B, or to Body B itself if it has no parent.
normal
MatterJS.Vector The collision normal, facing away from Body A.
tangent
MatterJS.Vector The tangent of the collision normal.
penetration
MatterJS.Vector The penetration distances between the two bodies.
supports
Array.<MatterJS.Vector> An array of support points, either exactly one or two points.
inverseMass
number The resulting inverse mass from the collision.
friction
number The resulting friction from the collision.
frictionStatic
number The resulting static friction from the collision.
restitution
number The resulting restitution from the collision.
slop
number The resulting slop from the collision.
-
MatterCollisionFilter
-
An
Object
that specifies the collision filtering properties of this body.Collisions between two bodies will obey the following rules:
- If the two bodies have the same non-zero value of
collisionFilter.group
, they will always collide if the value is positive, and they will never collide if the value is negative. - If the two bodies have different values of
collisionFilter.group
or if one (or both) of the bodies has a value of 0, then the category/mask rules apply as follows:
Each body belongs to a collision category, given by
collisionFilter.category
. This value is used as a bit field and the category should have only one bit set, meaning that the value of this property is a power of two in the range [1, 2^31]. Thus, there are 32 different collision categories available.Each body also defines a collision bitmask, given by
collisionFilter.mask
which specifies the categories it collides with (the value is the bitwise AND value of all these categories).Using the category/mask rules, two bodies
A
andB
collide if each includes the other's category in its mask, i.e.(categoryA & maskB) !== 0
and(categoryB & maskA) !== 0
are both true.Type:
- object
- Since: 3.22.0
- Source: src/physics/matter-js/typedefs/MatterCollisionFilter.js (Line 1)
Properties:
Name Type Argument Default Description category
number <optional>
0x0001 A bit field that specifies the collision category this body belongs to. The category value should have only one bit set, for example
0x0001
. This means there are up to 32 unique collision categories available.mask
number <optional>
0xFFFFFFFF A bit mask that specifies the collision categories this body may collide with.
group
number <optional>
0 An Integer
Number
, that specifies the collision group this body belongs to. - If the two bodies have the same non-zero value of
-
MatterCollisionPair
-
Type:
- object
- Since: 3.22.0
- Source: src/physics/matter-js/typedefs/MatterCollisionPair.js (Line 1)
Properties:
Name Type Description id
string The unique auto-generated collision pair id. A combination of the body A and B IDs.
bodyA
MatterJS.BodyType A reference to the first body involved in the collision.
bodyB
MatterJS.BodyType A reference to the second body involved in the collision.
activeContacts
Array.<MatterJS.Vector> An array containing all of the active contacts between bodies A and B.
separation
number The amount of separation that occured between bodies A and B.
isActive
boolean Is the collision still active or not?
confirmedActive
boolean Has Matter determined the collision are being active yet?
isSensor
boolean Is either body A or B a sensor?
timeCreated
number The timestamp when the collision pair was created.
timeUpdated
number The timestamp when the collision pair was most recently updated.
collision
Phaser.Types.Physics.Matter.MatterCollisionData The collision data object.
inverseMass
number The resulting inverse mass from the collision.
friction
number The resulting friction from the collision.
frictionStatic
number The resulting static friction from the collision.
restitution
number The resulting restitution from the collision.
slop
number The resulting slop from the collision.
-
MatterConstraintConfig
-
Type:
- object
- Since: 3.22.0
- Source: src/physics/matter-js/typedefs/MatterConstraintConfig.js (Line 1)
Properties:
Name Type Argument Default Description label
string <optional>
'Constraint' An arbitrary string-based name to help identify this constraint.
bodyA
MatterJS.BodyType <optional>
The first possible
Body
that this constraint is attached to.bodyB
MatterJS.BodyType <optional>
The second possible
Body
that this constraint is attached to.pointA
Phaser.Types.Math.Vector2Like <optional>
A
Vector
that specifies the offset of the constraint from center of theconstraint.bodyA
if defined, otherwise a world-space position.pointB
Phaser.Types.Math.Vector2Like <optional>
A
Vector
that specifies the offset of the constraint from center of theconstraint.bodyB
if defined, otherwise a world-space position.stiffness
number <optional>
1 A
Number
that specifies the stiffness of the constraint, i.e. the rate at which it returns to its restingconstraint.length
. A value of1
means the constraint should be very stiff. A value of0.2
means the constraint acts like a soft spring.angularStiffness
number <optional>
0 A
Number
that specifies the angular stiffness of the constraint.angleA
number <optional>
0 The angleA of the constraint. If bodyA is set, the angle of bodyA is used instead.
angleB
number <optional>
0 The angleB of the constraint. If bodyB is set, the angle of bodyB is used instead.
damping
number <optional>
0 A
Number
that specifies the damping of the constraint, i.e. the amount of resistance applied to each body based on their velocities to limit the amount of oscillation. Damping will only be apparent when the constraint also has a very lowstiffness
. A value of0.1
means the constraint will apply heavy damping, resulting in little to no oscillation. A value of0
means the constraint will apply no damping.length
number <optional>
A
Number
that specifies the target resting length of the constraint. It is calculated automatically inConstraint.create
from initial positions of theconstraint.bodyA
andconstraint.bodyB
.plugin
any <optional>
An object reserved for storing plugin-specific properties.
render
Phaser.Types.Physics.Matter.MatterConstraintRenderConfig <optional>
The Debug Render configuration object for this constraint.
-
MatterConstraintRenderConfig
-
Type:
- object
- Since: 3.22.0
- Source: src/physics/matter-js/typedefs/MatterConstraintRenderConfig.js (Line 1)
Properties:
Name Type Argument Default Description visible
boolean <optional>
true Should this constraint be rendered by the Debug Renderer?
anchors
boolean <optional>
true If this constraint has anchors, should they be rendered? Pin constraints never have anchors.
lineColor
number <optional>
The color value of the line stroke when rendering this constraint.
lineOpacity
number <optional>
The opacity of the line when rendering this constraint, a value between 0 and 1.
lineThickness
number <optional>
If rendering lines, the thickness of the line.
pinSize
number <optional>
4 The size of the circles drawn when rendering pin constraints.
anchorSize
number <optional>
4 The size of the circles drawn as the constraint anchors.
anchorColor
number <optional>
0xefefef The color value of constraint anchors.
-
MatterDebugConfig
-
Type:
- object
- Since: 3.22.0
- Source: src/physics/matter-js/typedefs/MatterDebugConfig.js (Line 1)
Properties:
Name Type Argument Default Description showAxes
boolean <optional>
false Render all of the body axes?
showAngleIndicator
boolean <optional>
false Render just a single body axis?
angleColor
number <optional>
0xe81153 The color of the body angle / axes lines.
showBroadphase
boolean <optional>
false Render the broadphase grid?
broadphaseColor
number <optional>
0xffb400 The color of the broadphase grid.
showBounds
boolean <optional>
false Render the bounds of the bodies in the world?
boundsColor
number <optional>
0xffffff The color of the body bounds.
showVelocity
boolean <optional>
false Render the velocity of the bodies in the world?
velocityColor
number <optional>
0x00aeef The color of the body velocity line.
showCollisions
boolean <optional>
false Render the collision points and normals for colliding pairs.
collisionColor
number <optional>
0xf5950c The color of the collision points.
showSeparation
boolean <optional>
false Render lines showing the separation between bodies.
separationColor
number <optional>
0xffa500 The color of the body separation line.
showBody
boolean <optional>
true Render the dynamic bodies in the world to the Graphics object?
showStaticBody
boolean <optional>
true Render the static bodies in the world to the Graphics object?
showInternalEdges
boolean <optional>
false When rendering bodies, render the internal edges as well?
renderFill
boolean <optional>
false Render the bodies using a fill color.
renderLine
boolean <optional>
true Render the bodies using a line stroke.
fillColor
number <optional>
0x106909 The color value of the fill when rendering dynamic bodies.
fillOpacity
number <optional>
1 The opacity of the fill when rendering dynamic bodies, a value between 0 and 1.
lineColor
number <optional>
0x28de19 The color value of the line stroke when rendering dynamic bodies.
lineOpacity
number <optional>
1 The opacity of the line when rendering dynamic bodies, a value between 0 and 1.
lineThickness
number <optional>
1 If rendering lines, the thickness of the line.
staticFillColor
number <optional>
0x0d177b The color value of the fill when rendering static bodies.
staticLineColor
number <optional>
0x1327e4 The color value of the line stroke when rendering static bodies.
showSleeping
boolean <optional>
false Render any sleeping bodies (dynamic or static) in the world to the Graphics object?
staticBodySleepOpacity
number <optional>
0.7 The amount to multiply the opacity of sleeping static bodies by.
sleepFillColor
number <optional>
0x464646 The color value of the fill when rendering sleeping dynamic bodies.
sleepLineColor
number <optional>
0x999a99 The color value of the line stroke when rendering sleeping dynamic bodies.
showSensors
boolean <optional>
true Render bodies or body parts that are flagged as being a sensor?
sensorFillColor
number <optional>
0x0d177b The fill color when rendering body sensors.
sensorLineColor
number <optional>
0x1327e4 The line color when rendering body sensors.
showPositions
boolean <optional>
true Render the position of non-static bodies?
positionSize
number <optional>
4 The size of the rectangle drawn when rendering the body position.
positionColor
number <optional>
0xe042da The color value of the rectangle drawn when rendering the body position.
showJoint
boolean <optional>
true Render all world constraints to the Graphics object?
jointColor
number <optional>
0xe0e042 The color value of joints when
showJoint
is set.jointLineOpacity
number <optional>
1 The line opacity when rendering joints, a value between 0 and 1.
jointLineThickness
number <optional>
2 The line thickness when rendering joints.
pinSize
number <optional>
4 The size of the circles drawn when rendering pin constraints.
pinColor
number <optional>
0x42e0e0 The color value of the circles drawn when rendering pin constraints.
springColor
number <optional>
0xe042e0 The color value of spring constraints.
anchorColor
number <optional>
0xefefef The color value of constraint anchors.
anchorSize
number <optional>
4 The size of the circles drawn as the constraint anchors.
showConvexHulls
boolean <optional>
false When rendering polygon bodies, render the convex hull as well?
hullColor
number <optional>
0xd703d0 The color value of hulls when
showConvexHulls
is set. -
MatterRunnerConfig
-
Type:
- object
- Since: 3.22.0
- Source: src/physics/matter-js/typedefs/MatterRunnerConfig.js (Line 1)
Properties:
Name Type Argument Default Description isFixed
boolean <optional>
false A boolean that specifies if the runner should use a fixed timestep (otherwise it is variable). If timing is fixed, then the apparent simulation speed will change depending on the frame rate (but behaviour will be deterministic). If the timing is variable, then the apparent simulation speed will be constant (approximately, but at the cost of determininism).
fps
number <optional>
60 A number that specifies the frame rate in seconds. If you don't specify this, but do specify
delta
, those values set the fps rate.correction
number <optional>
1 A number that specifies the time correction factor to apply to the update. This can help improve the accuracy of the simulation in cases where delta is changing between updates.
deltaSampleSize
number <optional>
60 The size of the delta smoothing array when
isFixed
isfalse
.delta
number <optional>
16.666 A number that specifies the time step between updates in milliseconds. If you set the
fps
property, this value is set based on that. IfisFixed
is set totrue
, thendelta
is fixed. If it isfalse
, thendelta
can dynamically change to maintain the correct apparent simulation speed.deltaMin
number <optional>
16.666 A number that specifies the minimum time step between updates in milliseconds.
deltaMax
number <optional>
33.333 A number that specifies the maximum time step between updates in milliseconds.
-
MatterSetBodyConfig
-
Type:
- object
- Since: 3.22.0
- Source: src/physics/matter-js/typedefs/MatterSetBodyConfig.js (Line 1)
Properties:
Name Type Argument Default Description type
string <optional>
'rectangle' The shape type. Either
rectangle
,circle
,trapezoid
,polygon
,fromVertices
,fromVerts
orfromPhysicsEditor
.x
number <optional>
The horizontal world position to place the body at.
y
number <optional>
The vertical world position to place the body at.
width
number <optional>
The width of the body.
height
number <optional>
The height of the body.
radius
number <optional>
The radius of the body. Used by
circle
andpolygon
shapes.maxSides
number <optional>
25 The max sizes of the body. Used by the
circle
shape.slope
number <optional>
0.5 Used by the
trapezoid
shape. The slope of the trapezoid. 0 creates a rectangle, while 1 creates a triangle. Positive values make the top side shorter, while negative values make the bottom side shorter.sides
number <optional>
5 Used by the
polygon
shape. The number of sides the polygon will have.verts
string | array <optional>
Used by the
fromVerts
shape. The vertices data. Either a path string or an array of vertices.flagInternal
boolean <optional>
false Used by the
fromVerts
shape. Flag internal edges (coincident part edges)removeCollinear
number <optional>
0.01 Used by the
fromVerts
shape. Whether Matter.js will discard collinear edges (to improve performance).minimumArea
number <optional>
10 Used by the
fromVerts
shape. During decomposition discard parts that have an area less than this.addToWorld
boolean <optional>
true Should the new body be automatically added to the world?
-
MatterTileOptions
-
Type:
- object
- Since: 3.0.0
- Source: src/physics/matter-js/typedefs/MatterTileOptions.js (Line 1)
Properties:
Name Type Argument Default Description body
MatterJS.BodyType <optional>
null An existing Matter body to be used instead of creating a new one.
isStatic
boolean <optional>
true Whether or not the newly created body should be made static. This defaults to true since typically tiles should not be moved.
addToWorld
boolean <optional>
true Whether or not to add the newly created body (or existing body if options.body is used) to the Matter world.
-
MatterWorldConfig
-
Type:
- object
- Since: 3.0.0
- Source: src/physics/matter-js/typedefs/MatterWorldConfig.js (Line 1)
Properties:
Name Type Argument Default Description gravity
Phaser.Types.Math.Vector2Like | boolean <optional>
Sets Phaser.Physics.Matter.World#gravity. If
false
Gravity will be set to zero.setBounds
object | boolean <optional>
Should the world have bounds enabled by default?
Properties
Name Type Argument Default Description x
number <optional>
0 The x coordinate of the world bounds.
y
number <optional>
0 The y coordinate of the world bounds.
width
number <optional>
The width of the world bounds.
height
number <optional>
The height of the world bounds.
thickness
number <optional>
64 The thickness of the walls of the world bounds.
left
boolean <optional>
true Should the left-side world bounds wall be created?
right
boolean <optional>
true Should the right-side world bounds wall be created?
top
boolean <optional>
true Should the top world bounds wall be created?
bottom
boolean <optional>
true Should the bottom world bounds wall be created?
positionIterations
number <optional>
6 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.
velocityIterations
number <optional>
4 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.
constraintIterations
number <optional>
2 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.
enableSleeping
boolean <optional>
false 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.timing.timestamp
number <optional>
0 A
Number
that specifies the current simulation-time in milliseconds starting from0
. It is incremented on everyEngine.update
by the givendelta
argument.timing.timeScale
number <optional>
1 A
Number
that specifies the global scaling factor of time for all bodies. A value of0
freezes the simulation. A value of0.1
gives a slow-motion effect. A value of1.2
gives a speed-up effect.plugins.attractors
boolean <optional>
false Should the Matter Attractor Plugin be enabled? An attractors plugin that makes it easy to apply continual forces on bodies. It's possible to simulate effects such as wind, gravity and magnetism.
plugins.wrap
boolean <optional>
false Should the Matter Wrap Plugin be enabled? A coordinate wrapping plugin that automatically wraps the position of bodies such that they always stay within the given bounds. Upon crossing a boundary the body will appear on the opposite side of the bounds, while maintaining its velocity.
plugins.collisionevents
boolean <optional>
true Should the Matter Collision Events Plugin be enabled?
enabled
boolean <optional>
true Toggles if the world is enabled or not.
correction
number <optional>
1 An optional Number that specifies the time correction factor to apply to the update.
getDelta
function <optional>
This function is called every time the core game loop steps, which is bound to the Request Animation Frame frequency unless otherwise modified.
autoUpdate
boolean <optional>
true Automatically call Engine.update every time the game steps.
restingThresh
number <optional>
4 Sets the Resolver resting threshold property.
restingThreshTangent
number <optional>
6 Sets the Resolver resting threshold tangent property.
positionDampen
number <optional>
0.9 Sets the Resolver position dampen property.
positionWarming
number <optional>
0.8 Sets the Resolver position warming property.
frictionNormalMultiplier
number <optional>
5 Sets the Resolver friction normal multiplier property.
debug
boolean | Phaser.Types.Physics.Matter.MatterDebugConfig <optional>
false Controls the Matter Debug Rendering options. If a boolean it will use the default values, otherwise, specify a Debug Config object.
runner
Phaser.Types.Physics.Matter.MatterRunnerConfig <optional>
Sets the Matter Runner options.