Type Definitions
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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)
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MatterBodyConfig
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Type:
- object
- Since: 3.22.0
- Source: src/physics/matter-js/typedefs/MatterBodyConfig.js (Line 1)
Properties:
Name Type Argument Default Description labelstring <optional>
'Body' An arbitrary string-based name to help identify this body.
partsArray.<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
partsarray together form a single rigid compound body.pluginany <optional>
An object reserved for storing plugin-specific properties.
anglenumber <optional>
0 A number specifying the angle of the body, in radians.
verticesArray.<Phaser.Types.Math.Vector2Like> <optional>
null An array of
Vectorobjects that specify the convex hull of the rigid body. These should be provided about the origin(0, 0).positionPhaser.Types.Math.Vector2Like <optional>
A
Vectorthat specifies the current world-space position of the body.forcePhaser.Types.Math.Vector2Like <optional>
A
Vectorthat specifies the force to apply in the current step. It is zeroed after everyBody.update. See alsoBody.applyForce.torquenumber <optional>
0 A
Numberthat specifies the torque (turning force) to apply in the current step. It is zeroed after everyBody.update.isSensorboolean <optional>
false A flag that indicates whether a body is a sensor. Sensor triggers collision events, but doesn't react with colliding body physically.
isStaticboolean <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.
sleepThresholdnumber <optional>
60 A
Numberthat defines the number of updates in which this body must have near-zero velocity before it is set as sleeping by theMatter.Sleepingmodule (if sleeping is enabled by the engine).densitynumber <optional>
0.001 A
Numberthat defines the density of the body, that is its mass per unit area. If you pass the density viaBody.createthemassproperty 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).restitutionnumber <optional>
0 A
Numberthat defines the restitution (elasticity) of the body. The value is always positive and is in the range(0, 1).frictionnumber <optional>
0.1 A
Numberthat defines the friction of the body. The value is always positive and is in the range(0, 1). A value of0means that the body may slide indefinitely. A value of1means the body may come to a stop almost instantly after a force is applied.frictionStaticnumber <optional>
0.5 A
Numberthat defines the static friction of the body (in the Coulomb friction model). A value of0means the body will never 'stick' when it is nearly stationary and only dynamicfrictionis 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 thefrictionproperty to make it easier to changefrictionand maintain an appropriate amount of static friction.frictionAirnumber <optional>
0.01 A
Numberthat defines the air friction of the body (air resistance). A value of0means the body will never slow as it moves through space. The higher the value, the faster a body slows when moving through space.collisionFilterPhaser.Types.Physics.Matter.MatterCollisionFilter <optional>
An
Objectthat specifies the collision filtering properties of this body.slopnumber <optional>
0.05 A
Numberthat 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 ofslopin physics engines. The default should generally suffice, although very large bodies may require larger values for stable stacking.timeScalenumber <optional>
1 A
Numberthat allows per-body time scaling, e.g. a force-field where bodies inside are in slow-motion, while others are at full speed.chamfernumber | 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.
circleRadiusnumber <optional>
0 The radius of this body if a circle.
massnumber <optional>
0 A
Numberthat defines the mass of the body, although it may be more appropriate to specify thedensityproperty instead. If you modify this value, you must also modify thebody.inverseMassproperty (1 / mass).inverseMassnumber <optional>
0 A
Numberthat defines the inverse mass of the body (1 / mass). If you modify this value, you must also modify thebody.massproperty.scalePhaser.Types.Math.Vector2Like <optional>
A
Vectorthat specifies the initial scale of the body.gravityScalePhaser.Types.Math.Vector2Like <optional>
A
Vectorthat scales the influence of World gravity when applied to this body.ignoreGravityboolean <optional>
false A boolean that toggles if this body should ignore world gravity or not.
ignorePointerboolean <optional>
false A boolean that toggles if this body should ignore pointer / mouse constraints or not.
renderPhaser.Types.Physics.Matter.MatterBodyRenderConfig <optional>
The Debug Render configuration object for this body.
onCollideCallbackfunction <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.onCollideEndCallbackfunction <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.onCollideActiveCallbackfunction <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.onCollideWithany <optional>
A collision callback dictionary used by the
Body.setOnCollideWithfunction. -
MatterBodyRenderConfig
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Type:
- object
- Since: 3.22.0
- Source: src/physics/matter-js/typedefs/MatterBodyRenderConfig.js (Line 1)
Properties:
Name Type Argument Default Description visibleboolean <optional>
true Should this body be rendered by the Debug Renderer?
opacitynumber <optional>
1 The opacity of the body and all parts within it.
fillColornumber <optional>
The color value of the fill when rendering this body.
fillOpacitynumber <optional>
The opacity of the fill when rendering this body, a value between 0 and 1.
lineColornumber <optional>
The color value of the line stroke when rendering this body.
lineOpacitynumber <optional>
The opacity of the line when rendering this body, a value between 0 and 1.
lineThicknessnumber <optional>
If rendering lines, the thickness of the line.
spriteobject <optional>
Controls the offset between the body and the parent Game Object, if it has one.
Properties
Name Type Argument Default Description xOffsetnumber <optional>
0 The horizontal offset between the body and the parent Game Object texture, if it has one.
yOffsetnumber <optional>
0 The vertical offset between the body and the parent Game Object texture, if it has one.
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MatterBodyTileOptions
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Type:
- object
- Since: 3.0.0
- Source: src/physics/matter-js/typedefs/MatterBodyTileOptions.js (Line 1)
Properties:
Name Type Argument Default Description isStaticboolean <optional>
true Whether or not the newly created body should be made static. This defaults to true since typically tiles should not be moved.
addToWorldboolean <optional>
true Whether or not to add the newly created body (or existing body if options.body is used) to the Matter world.
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MatterChamferConfig
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Type:
- object
- Since: 3.22.0
- Source: src/physics/matter-js/typedefs/MatterChamferConfig.js (Line 1)
Properties:
Name Type Argument Default Description radiusnumber | Array.<number> <optional>
8 A single number, or an array, to specify the radius for each vertex.
qualitynumber <optional>
-1 The quality of the chamfering. -1 means 'auto'.
qualityMinnumber <optional>
2 The minimum quality of the chamfering. The higher this value, the more vertices are created.
qualityMaxnumber <optional>
14 The maximum quality of the chamfering. The higher this value, the more vertices are created.
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MatterCollisionData
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Type:
- object
- Since: 3.22.0
- Source: src/physics/matter-js/typedefs/MatterCollisionData.js (Line 1)
Properties:
Name Type Description collidedboolean Have the pair collided or not?
bodyAMatterJS.BodyType A reference to the first body involved in the collision.
bodyBMatterJS.BodyType A reference to the second body involved in the collision.
axisBodyMatterJS.BodyType A reference to the dominant axis body.
axisNumbernumber The index of the dominant collision axis vector (edge normal)
depthnumber The depth of the collision on the minimum overlap.
parentAMatterJS.BodyType A reference to the parent of Body A, or to Body A itself if it has no parent.
parentBMatterJS.BodyType A reference to the parent of Body B, or to Body B itself if it has no parent.
normalMatterJS.Vector The collision normal, facing away from Body A.
tangentMatterJS.Vector The tangent of the collision normal.
penetrationMatterJS.Vector The penetration distances between the two bodies.
supportsArray.<MatterJS.Vector> An array of support points, either exactly one or two points.
inverseMassnumber The resulting inverse mass from the collision.
frictionnumber The resulting friction from the collision.
frictionStaticnumber The resulting static friction from the collision.
restitutionnumber The resulting restitution from the collision.
slopnumber The resulting slop from the collision.
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MatterCollisionFilter
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An
Objectthat 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.groupor 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.maskwhich specifies the categories it collides with (the value is the bitwise AND value of all these categories).Using the category/mask rules, two bodies
AandBcollide if each includes the other's category in its mask, i.e.(categoryA & maskB) !== 0and(categoryB & maskA) !== 0are both true.Type:
- object
- Since: 3.22.0
- Source: src/physics/matter-js/typedefs/MatterCollisionFilter.js (Line 1)
Properties:
Name Type Argument Default Description categorynumber <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.masknumber <optional>
0xFFFFFFFF A bit mask that specifies the collision categories this body may collide with.
groupnumber <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
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MatterCollisionPair
-
Type:
- object
- Since: 3.22.0
- Source: src/physics/matter-js/typedefs/MatterCollisionPair.js (Line 1)
Properties:
Name Type Description idstring The unique auto-generated collision pair id. A combination of the body A and B IDs.
bodyAMatterJS.BodyType A reference to the first body involved in the collision.
bodyBMatterJS.BodyType A reference to the second body involved in the collision.
activeContactsArray.<MatterJS.Vector> An array containing all of the active contacts between bodies A and B.
separationnumber The amount of separation that occured between bodies A and B.
isActiveboolean Is the collision still active or not?
confirmedActiveboolean Has Matter determined the collision are being active yet?
isSensorboolean Is either body A or B a sensor?
timeCreatednumber The timestamp when the collision pair was created.
timeUpdatednumber The timestamp when the collision pair was most recently updated.
collisionPhaser.Types.Physics.Matter.MatterCollisionData The collision data object.
inverseMassnumber The resulting inverse mass from the collision.
frictionnumber The resulting friction from the collision.
frictionStaticnumber The resulting static friction from the collision.
restitutionnumber The resulting restitution from the collision.
slopnumber The resulting slop from the collision.
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MatterConstraintConfig
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Type:
- object
- Since: 3.22.0
- Source: src/physics/matter-js/typedefs/MatterConstraintConfig.js (Line 1)
Properties:
Name Type Argument Default Description labelstring <optional>
'Constraint' An arbitrary string-based name to help identify this constraint.
bodyAMatterJS.BodyType <optional>
The first possible
Bodythat this constraint is attached to.bodyBMatterJS.BodyType <optional>
The second possible
Bodythat this constraint is attached to.pointAPhaser.Types.Math.Vector2Like <optional>
A
Vectorthat specifies the offset of the constraint from center of theconstraint.bodyAif defined, otherwise a world-space position.pointBPhaser.Types.Math.Vector2Like <optional>
A
Vectorthat specifies the offset of the constraint from center of theconstraint.bodyBif defined, otherwise a world-space position.stiffnessnumber <optional>
1 A
Numberthat specifies the stiffness of the constraint, i.e. the rate at which it returns to its restingconstraint.length. A value of1means the constraint should be very stiff. A value of0.2means the constraint acts like a soft spring.angularStiffnessnumber <optional>
0 A
Numberthat specifies the angular stiffness of the constraint.angleAnumber <optional>
0 The angleA of the constraint. If bodyA is set, the angle of bodyA is used instead.
angleBnumber <optional>
0 The angleB of the constraint. If bodyB is set, the angle of bodyB is used instead.
dampingnumber <optional>
0 A
Numberthat 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 of0.1means the constraint will apply heavy damping, resulting in little to no oscillation. A value of0means the constraint will apply no damping.lengthnumber <optional>
A
Numberthat specifies the target resting length of the constraint. It is calculated automatically inConstraint.createfrom initial positions of theconstraint.bodyAandconstraint.bodyB.pluginany <optional>
An object reserved for storing plugin-specific properties.
renderPhaser.Types.Physics.Matter.MatterConstraintRenderConfig <optional>
The Debug Render configuration object for this constraint.
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MatterConstraintRenderConfig
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Type:
- object
- Since: 3.22.0
- Source: src/physics/matter-js/typedefs/MatterConstraintRenderConfig.js (Line 1)
Properties:
Name Type Argument Default Description visibleboolean <optional>
true Should this constraint be rendered by the Debug Renderer?
anchorsboolean <optional>
true If this constraint has anchors, should they be rendered? Pin constraints never have anchors.
lineColornumber <optional>
The color value of the line stroke when rendering this constraint.
lineOpacitynumber <optional>
The opacity of the line when rendering this constraint, a value between 0 and 1.
lineThicknessnumber <optional>
If rendering lines, the thickness of the line.
pinSizenumber <optional>
4 The size of the circles drawn when rendering pin constraints.
anchorSizenumber <optional>
4 The size of the circles drawn as the constraint anchors.
anchorColornumber <optional>
0xefefef The color value of constraint anchors.
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MatterDebugConfig
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Type:
- object
- Since: 3.22.0
- Source: src/physics/matter-js/typedefs/MatterDebugConfig.js (Line 1)
Properties:
Name Type Argument Default Description showAxesboolean <optional>
false Render all of the body axes?
showAngleIndicatorboolean <optional>
false Render just a single body axis?
angleColornumber <optional>
0xe81153 The color of the body angle / axes lines.
showBroadphaseboolean <optional>
false Render the broadphase grid?
broadphaseColornumber <optional>
0xffb400 The color of the broadphase grid.
showBoundsboolean <optional>
false Render the bounds of the bodies in the world?
boundsColornumber <optional>
0xffffff The color of the body bounds.
showVelocityboolean <optional>
false Render the velocity of the bodies in the world?
velocityColornumber <optional>
0x00aeef The color of the body velocity line.
showCollisionsboolean <optional>
false Render the collision points and normals for colliding pairs.
collisionColornumber <optional>
0xf5950c The color of the collision points.
showSeparationboolean <optional>
false Render lines showing the separation between bodies.
separationColornumber <optional>
0xffa500 The color of the body separation line.
showBodyboolean <optional>
true Render the dynamic bodies in the world to the Graphics object?
showStaticBodyboolean <optional>
true Render the static bodies in the world to the Graphics object?
showInternalEdgesboolean <optional>
false When rendering bodies, render the internal edges as well?
renderFillboolean <optional>
false Render the bodies using a fill color.
renderLineboolean <optional>
true Render the bodies using a line stroke.
fillColornumber <optional>
0x106909 The color value of the fill when rendering dynamic bodies.
fillOpacitynumber <optional>
1 The opacity of the fill when rendering dynamic bodies, a value between 0 and 1.
lineColornumber <optional>
0x28de19 The color value of the line stroke when rendering dynamic bodies.
lineOpacitynumber <optional>
1 The opacity of the line when rendering dynamic bodies, a value between 0 and 1.
lineThicknessnumber <optional>
1 If rendering lines, the thickness of the line.
staticFillColornumber <optional>
0x0d177b The color value of the fill when rendering static bodies.
staticLineColornumber <optional>
0x1327e4 The color value of the line stroke when rendering static bodies.
showSleepingboolean <optional>
false Render any sleeping bodies (dynamic or static) in the world to the Graphics object?
staticBodySleepOpacitynumber <optional>
0.7 The amount to multiply the opacity of sleeping static bodies by.
sleepFillColornumber <optional>
0x464646 The color value of the fill when rendering sleeping dynamic bodies.
sleepLineColornumber <optional>
0x999a99 The color value of the line stroke when rendering sleeping dynamic bodies.
showSensorsboolean <optional>
true Render bodies or body parts that are flagged as being a sensor?
sensorFillColornumber <optional>
0x0d177b The fill color when rendering body sensors.
sensorLineColornumber <optional>
0x1327e4 The line color when rendering body sensors.
showPositionsboolean <optional>
true Render the position of non-static bodies?
positionSizenumber <optional>
4 The size of the rectangle drawn when rendering the body position.
positionColornumber <optional>
0xe042da The color value of the rectangle drawn when rendering the body position.
showJointboolean <optional>
true Render all world constraints to the Graphics object?
jointColornumber <optional>
0xe0e042 The color value of joints when
showJointis set.jointLineOpacitynumber <optional>
1 The line opacity when rendering joints, a value between 0 and 1.
jointLineThicknessnumber <optional>
2 The line thickness when rendering joints.
pinSizenumber <optional>
4 The size of the circles drawn when rendering pin constraints.
pinColornumber <optional>
0x42e0e0 The color value of the circles drawn when rendering pin constraints.
springColornumber <optional>
0xe042e0 The color value of spring constraints.
anchorColornumber <optional>
0xefefef The color value of constraint anchors.
anchorSizenumber <optional>
4 The size of the circles drawn as the constraint anchors.
showConvexHullsboolean <optional>
false When rendering polygon bodies, render the convex hull as well?
hullColornumber <optional>
0xd703d0 The color value of hulls when
showConvexHullsis set. -
MatterRunnerConfig
-
Type:
- object
- Since: 3.22.0
- Source: src/physics/matter-js/typedefs/MatterRunnerConfig.js (Line 1)
Properties:
Name Type Argument Default Description isFixedboolean <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).
fpsnumber <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.correctionnumber <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.
deltaSampleSizenumber <optional>
60 The size of the delta smoothing array when
isFixedisfalse.deltanumber <optional>
16.666 A number that specifies the time step between updates in milliseconds. If you set the
fpsproperty, this value is set based on that. IfisFixedis set totrue, thendeltais fixed. If it isfalse, thendeltacan dynamically change to maintain the correct apparent simulation speed.deltaMinnumber <optional>
16.666 A number that specifies the minimum time step between updates in milliseconds.
deltaMaxnumber <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 typestring <optional>
'rectangle' The shape type. Either
rectangle,circle,trapezoid,polygon,fromVertices,fromVertsorfromPhysicsEditor.xnumber <optional>
The horizontal world position to place the body at.
ynumber <optional>
The vertical world position to place the body at.
widthnumber <optional>
The width of the body.
heightnumber <optional>
The height of the body.
radiusnumber <optional>
The radius of the body. Used by
circleandpolygonshapes.maxSidesnumber <optional>
25 The max sizes of the body. Used by the
circleshape.slopenumber <optional>
0.5 Used by the
trapezoidshape. 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.sidesnumber <optional>
5 Used by the
polygonshape. The number of sides the polygon will have.vertsstring | array <optional>
Used by the
fromVertsshape. The vertices data. Either a path string or an array of vertices.flagInternalboolean <optional>
false Used by the
fromVertsshape. Flag internal edges (coincident part edges)removeCollinearnumber <optional>
0.01 Used by the
fromVertsshape. Whether Matter.js will discard collinear edges (to improve performance).minimumAreanumber <optional>
10 Used by the
fromVertsshape. During decomposition discard parts that have an area less than this.addToWorldboolean <optional>
true Should the new body be automatically added to the world?
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MatterTileOptions
-
Type:
- object
- Since: 3.0.0
- Source: src/physics/matter-js/typedefs/MatterTileOptions.js (Line 1)
Properties:
Name Type Argument Default Description bodyMatterJS.BodyType <optional>
null An existing Matter body to be used instead of creating a new one.
isStaticboolean <optional>
true Whether or not the newly created body should be made static. This defaults to true since typically tiles should not be moved.
addToWorldboolean <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 gravityPhaser.Types.Math.Vector2Like | boolean <optional>
Sets Phaser.Physics.Matter.World#gravity. If
falseGravity will be set to zero.setBoundsobject | boolean <optional>
Should the world have bounds enabled by default?
Properties
Name Type Argument Default Description xnumber <optional>
0 The x coordinate of the world bounds.
ynumber <optional>
0 The y coordinate of the world bounds.
widthnumber <optional>
The width of the world bounds.
heightnumber <optional>
The height of the world bounds.
thicknessnumber <optional>
64 The thickness of the walls of the world bounds.
leftboolean <optional>
true Should the left-side world bounds wall be created?
rightboolean <optional>
true Should the right-side world bounds wall be created?
topboolean <optional>
true Should the top world bounds wall be created?
bottomboolean <optional>
true Should the bottom world bounds wall be created?
positionIterationsnumber <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.
velocityIterationsnumber <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.
constraintIterationsnumber <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.
enableSleepingboolean <optional>
false A flag that specifies whether the engine should allow sleeping via the
Matter.Sleepingmodule. Sleeping can improve stability and performance, but often at the expense of accuracy.timing.timestampnumber <optional>
0 A
Numberthat specifies the current simulation-time in milliseconds starting from0. It is incremented on everyEngine.updateby the givendeltaargument.timing.timeScalenumber <optional>
1 A
Numberthat specifies the global scaling factor of time for all bodies. A value of0freezes the simulation. A value of0.1gives a slow-motion effect. A value of1.2gives a speed-up effect.plugins.attractorsboolean <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.wrapboolean <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.collisioneventsboolean <optional>
true Should the Matter Collision Events Plugin be enabled?
enabledboolean <optional>
true Toggles if the world is enabled or not.
correctionnumber <optional>
1 An optional Number that specifies the time correction factor to apply to the update.
getDeltafunction <optional>
This function is called every time the core game loop steps, which is bound to the Request Animation Frame frequency unless otherwise modified.
autoUpdateboolean <optional>
true Automatically call Engine.update every time the game steps.
restingThreshnumber <optional>
4 Sets the Resolver resting threshold property.
restingThreshTangentnumber <optional>
6 Sets the Resolver resting threshold tangent property.
positionDampennumber <optional>
0.9 Sets the Resolver position dampen property.
positionWarmingnumber <optional>
0.8 Sets the Resolver position warming property.
frictionNormalMultipliernumber <optional>
5 Sets the Resolver friction normal multiplier property.
debugboolean | 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.
runnerPhaser.Types.Physics.Matter.MatterRunnerConfig <optional>
Sets the Matter Runner options.
