Phaser Class: Arcade

## Phaser.Physics. Arcade

#### new Arcade(game)

  The Arcade Physics world. Contains Arcade Physics related collision, overlap and motion methods.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `game` | Phaser.Game | reference to the current game instance.

  Source - physics/arcade/World.js, line 14

### Classes

Body
TilemapCollision

### Members

#### <static, constant> BOTTOM_TOP :number

  A constant used for the sortDirection value.
  Use this if your game world is narrow but tall and scrolls from the bottom to the top (i.e. Commando or a vertically scrolling shoot-em-up)

  Source - physics/arcade/World.js, line 130

#### <static, constant> LEFT_RIGHT :number

  A constant used for the sortDirection value.
  Use this if your game world is wide but short and scrolls from the left to the right (i.e. Mario)

  Source - physics/arcade/World.js, line 106

#### <static, constant> RIGHT_LEFT :number

  A constant used for the sortDirection value.
  Use this if your game world is wide but short and scrolls from the right to the left (i.e. Mario backwards)

  Source - physics/arcade/World.js, line 114

#### <static, constant> SORT_NONE :number

  A constant used for the sortDirection value.
  Use this if you don't wish to perform any pre-collision sorting at all, or will manually sort your Groups.

  Source - physics/arcade/World.js, line 98

#### <static, constant> TOP_BOTTOM :number

  A constant used for the sortDirection value.
  Use this if your game world is narrow but tall and scrolls from the top to the bottom (i.e. Dig Dug)

  Source - physics/arcade/World.js, line 122

#### bounds :Phaser.Rectangle

  The bounds inside of which the physics world exists. Defaults to match the world bounds.

  Source - physics/arcade/World.js, line 29

#### checkCollision :object

  Set the checkCollision properties to control for which bounds collision is processed.
  For example checkCollision.down = false means Bodies cannot collide with the World.bounds.bottom. An object containing allowed collision flags.

  Source - physics/arcade/World.js, line 36

#### forceX :boolean

  If true World.separate will always separate on the X axis before Y. Otherwise it will check gravity totals first.

  Source - physics/arcade/World.js, line 56

#### game :Phaser.Game

  Local reference to game.

  Source - physics/arcade/World.js, line 19

#### gravity :Phaser.Point

  The World gravity setting. Defaults to x: 0, y: 0, or no gravity.

  Source - physics/arcade/World.js, line 24

#### isPaused :boolean

  If `true` the `Body.preUpdate` method will be skipped, halting all motion for all bodies. Note that other methods such as `collide` will still work, so be careful not to call them on paused bodies.

  Source - physics/arcade/World.js, line 72

#### maxLevels :number

  Used by the QuadTree to set the maximum number of iteration levels.

  Source - physics/arcade/World.js, line 46

#### maxObjects :number

  Used by the QuadTree to set the maximum number of objects per quad.

  Source - physics/arcade/World.js, line 41

#### OVERLAP_BIAS :number

  A value added to the delta values during collision checks.

  Source - physics/arcade/World.js, line 51

#### quadTree :Phaser.QuadTree

  The world QuadTree.

  Source - physics/arcade/World.js, line 77

#### skipQuadTree :boolean

  If true the QuadTree will not be used for any collision. QuadTrees are great if objects are well spread out in your game, otherwise they are a performance hit. If you enable this you can disable on a per body basis via `Body.skipQuadTree`.

  Source - physics/arcade/World.js, line 67

#### sortDirection :number

  Used when colliding a Sprite vs. a Group, or a Group vs. a Group, this defines the direction the sort is based on. Default is Phaser.Physics.Arcade.LEFT_RIGHT.

  Source - physics/arcade/World.js, line 62

### Methods

#### accelerateToObject(displayObject, destination, speed, xSpeedMax, ySpeedMax) → {number}

  Sets the acceleration.x/y property on the display object so it will move towards the target at the given speed (in pixels per second sq.)
  You must give a maximum speed value, beyond which the display object won't go any faster.
  Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
  Note: The display object doesn't stop moving once it reaches the destination coordinates.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `displayObject` | any |  |  | The display object to move.
  `destination` | any |  |  | The display object to move towards. Can be any object but must have visible x/y properties.
  `speed` | number | <optional> | 60 | The speed it will accelerate in pixels per second.
  `xSpeedMax` | number | <optional> | 500 | The maximum x velocity the display object can reach.
  `ySpeedMax` | number | <optional> | 500 | The maximum y velocity the display object can reach.

  ##### Returns:

  number -

  The angle (in radians) that the object should be visually set to in order to match its new trajectory.

  Source - physics/arcade/World.js, line 1829

#### accelerateToPointer(displayObject, pointer, speed, xSpeedMax, ySpeedMax) → {number}

  Sets the acceleration.x/y property on the display object so it will move towards the target at the given speed (in pixels per second sq.)
  You must give a maximum speed value, beyond which the display object won't go any faster.
  Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
  Note: The display object doesn't stop moving once it reaches the destination coordinates.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `displayObject` | any |  |  | The display object to move.
  `pointer` | Phaser.Pointer | <optional> |  | The pointer to move towards. Defaults to Phaser.Input.activePointer.
  `speed` | number | <optional> | 60 | The speed it will accelerate in pixels per second.
  `xSpeedMax` | number | <optional> | 500 | The maximum x velocity the display object can reach.
  `ySpeedMax` | number | <optional> | 500 | The maximum y velocity the display object can reach.

  ##### Returns:

  number -

  The angle (in radians) that the object should be visually set to in order to match its new trajectory.

  Source - physics/arcade/World.js, line 1858

#### accelerateToXY(displayObject, x, y, speed, xSpeedMax, ySpeedMax) → {number}

  Sets the acceleration.x/y property on the display object so it will move towards the x/y coordinates at the given speed (in pixels per second sq.)
  You must give a maximum speed value, beyond which the display object won't go any faster.
  Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
  Note: The display object doesn't stop moving once it reaches the destination coordinates.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `displayObject` | any |  |  | The display object to move.
  `x` | number |  |  | The x coordinate to accelerate towards.
  `y` | number |  |  | The y coordinate to accelerate towards.
  `speed` | number | <optional> | 60 | The speed it will accelerate in pixels per second.
  `xSpeedMax` | number | <optional> | 500 | The maximum x velocity the display object can reach.
  `ySpeedMax` | number | <optional> | 500 | The maximum y velocity the display object can reach.

  ##### Returns:

  number -

  The angle (in radians) that the object should be visually set to in order to match its new trajectory.

  Source - physics/arcade/World.js, line 1888

#### accelerationFromRotation(rotation, speed, point) → {Phaser.Point}

  Given the rotation (in radians) and speed calculate the acceleration and return it as a Point object, or set it to the given point object.
  One way to use this is: accelerationFromRotation(rotation, 200, sprite.acceleration) which will set the values directly to the sprites acceleration and not create a new Point object.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `rotation` | number |  |  | The angle in radians.
  `speed` | number | <optional> | 60 | The speed it will move, in pixels per second sq.
  `point` | Phaser.Point | object | <optional> |  | The Point object in which the x and y properties will be set to the calculated acceleration.

  ##### Returns:

  Phaser.Point -
  - A Point where point.x contains the acceleration x value and point.y contains the acceleration y value.
  Source - physics/arcade/World.js, line 1810

#### angleBetween(source, target, world) → {number}

  Find the angle in radians between two display objects (like Sprites).

  The optional `world` argument allows you to return the result based on the Game Objects `world` property,
  instead of its `x` and `y` values. This is useful of the object has been nested inside an offset Group,
  or parent Game Object.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `source` | any |  |  | The Display Object to test from.
  `target` | any |  |  | The Display Object to test to.
  `world` | boolean | <optional> | false | Calculate the angle using World coordinates (true), or Object coordinates (false, the default)

  ##### Returns:

  number -

  The angle in radians between the source and target display objects.

  Source - physics/arcade/World.js, line 1996

#### angleBetweenCenters(source, target) → {number}

  Find the angle in radians between centers of two display objects (like Sprites).

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `source` | any | The Display Object to test from.
  `target` | any | The Display Object to test to.

  ##### Returns:

  number -

  The angle in radians between the source and target display objects.

  Source - physics/arcade/World.js, line 2024

#### angleToPointer(displayObject, pointer, world) → {number}

  Find the angle in radians between a display object (like a Sprite) and a Pointer, taking their x/y and center into account.

  The optional `world` argument allows you to return the result based on the Game Objects `world` property,
  instead of its `x` and `y` values. This is useful of the object has been nested inside an offset Group,
  or parent Game Object.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `displayObject` | any |  |  | The Display Object to test from.
  `pointer` | Phaser.Pointer | <optional> |  | The Phaser.Pointer to test to. If none is given then Input.activePointer is used.
  `world` | boolean | <optional> | false | Calculate the angle using World coordinates (true), or Object coordinates (false, the default)

  ##### Returns:

  number -

  The angle in radians between displayObject.x/y to Pointer.x/y

  Source - physics/arcade/World.js, line 2070

#### angleToXY(displayObject, x, y, world) → {number}

  Find the angle in radians between a display object (like a Sprite) and the given x/y coordinate.

  The optional `world` argument allows you to return the result based on the Game Objects `world` property,
  instead of its `x` and `y` values. This is useful of the object has been nested inside an offset Group,
  or parent Game Object.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `displayObject` | any |  |  | The Display Object to test from.
  `x` | number |  |  | The x coordinate to get the angle to.
  `y` | number |  |  | The y coordinate to get the angle to.
  `world` | boolean | <optional> | false | Calculate the angle using World coordinates (true), or Object coordinates (false, the default)

  ##### Returns:

  number -

  The angle in radians between displayObject.x/y to Pointer.x/y

  Source - physics/arcade/World.js, line 2041

#### circleBodyIntersects(circle, body) → {boolean}

  Checks to see if a circular Body intersects with a Rectangular Body.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `circle` | Phaser.Physics.Arcade.Body | The Body with `isCircle` set.
  `body` | Phaser.Physics.Arcade.Body | The Body with `isCircle` not set (i.e. uses Rectangle shape)

  ##### Returns:

  boolean -

  Returns true if the bodies intersect, otherwise false.

  Source - physics/arcade/World.js, line 1125

#### collide(object1, object2, collideCallback, processCallback, callbackContext) → {boolean}

  Checks for collision between two game objects. You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap Layer or Group vs. Tilemap Layer collisions.
  Both the first and second parameter can be arrays of objects, of differing types.
  If two arrays are passed, the contents of the first parameter will be tested against all contents of the 2nd parameter.
  The objects are also automatically separated. If you don't require separation then use ArcadePhysics.overlap instead.
  An optional processCallback can be provided. If given this function will be called when two sprites are found to be colliding. It is called before any separation takes place,
  giving you the chance to perform additional checks. If the function returns true then the collision and separation is carried out. If it returns false it is skipped.
  The collideCallback is an optional function that is only called if two sprites collide. If a processCallback has been set then it needs to return true for collideCallback to be called.
  NOTE: This function is not recursive, and will not test against children of objects passed (i.e. Groups or Tilemaps within other Groups).

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `object1` | Phaser.Sprite | Phaser.Group | Phaser.Particles.Emitter | Phaser.TilemapLayer | array |  |  | The first object or array of objects to check. Can be Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter, or Phaser.TilemapLayer.
  `object2` | Phaser.Sprite | Phaser.Group | Phaser.Particles.Emitter | Phaser.TilemapLayer | array |  |  | The second object or array of objects to check. Can be Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter or Phaser.TilemapLayer.
  `collideCallback` | function | <optional> | null | An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them, unless you are colliding Group vs. Sprite, in which case Sprite will always be the first parameter.
  `processCallback` | function | <optional> | null | A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them, unless you are colliding Group vs. Sprite, in which case Sprite will always be the first parameter.
  `callbackContext` | object | <optional> |  | The context in which to run the callbacks.

  ##### Returns:

  boolean -

  True if a collision occurred otherwise false.

  Source - physics/arcade/World.js, line 375

#### computeVelocity(axis, body, velocity, acceleration, drag, max) → {number}

  A tween-like function that takes a starting velocity and some other factors and returns an altered velocity.
  Based on a function in Flixel by @ADAMATOMIC

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `axis` | number |  |  | 0 for nothing, 1 for horizontal, 2 for vertical.
  `body` | Phaser.Physics.Arcade.Body |  |  | The Body object to be updated.
  `velocity` | number |  |  | Any component of velocity (e.g. 20).
  `acceleration` | number |  |  | Rate at which the velocity is changing.
  `drag` | number |  |  | Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set.
  `max` | number | <optional> | 10000 | An absolute value cap for the velocity.

  ##### Returns:

  number -

  The altered Velocity value.

  Source - physics/arcade/World.js, line 257

#### distanceBetween(source, target, world) → {number}

  Find the distance between two display objects (like Sprites).

  The optional `world` argument allows you to return the result based on the Game Objects `world` property,
  instead of its `x` and `y` values. This is useful of the object has been nested inside an offset Group,
  or parent Game Object.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `source` | any |  |  | The Display Object to test from.
  `target` | any |  |  | The Display Object to test to.
  `world` | boolean | <optional> | false | Calculate the distance using World coordinates (true), or Object coordinates (false, the default)

  ##### Returns:

  number -

  The distance between the source and target objects.

  Source - physics/arcade/World.js, line 1918

#### distanceToPointer(displayObject, pointer, world) → {number}

  Find the distance between a display object (like a Sprite) and a Pointer. If no Pointer is given the Input.activePointer is used.
  The calculation is made from the display objects x/y coordinate. This may be the top-left if its anchor hasn't been changed.
  If you need to calculate from the center of a display object instead use the method distanceBetweenCenters()

  The optional `world` argument allows you to return the result based on the Game Objects `world` property,
  instead of its `x` and `y` values. This is useful of the object has been nested inside an offset Group,
  or parent Game Object.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `displayObject` | any |  |  | The Display Object to test from.
  `pointer` | Phaser.Pointer | <optional> |  | The Phaser.Pointer to test to. If none is given then Input.activePointer is used.
  `world` | boolean | <optional> | false | Calculate the distance using World coordinates (true), or Object coordinates (false, the default)

  ##### Returns:

  number -

  The distance between the object and the Pointer.

  Source - physics/arcade/World.js, line 1969

#### distanceToXY(displayObject, x, y, world) → {number}

  Find the distance between a display object (like a Sprite) and the given x/y coordinates.
  The calculation is made from the display objects x/y coordinate. This may be the top-left if its anchor hasn't been changed.
  If you need to calculate from the center of a display object instead use the method distanceBetweenCenters()

  The optional `world` argument allows you to return the result based on the Game Objects `world` property,
  instead of its `x` and `y` values. This is useful of the object has been nested inside an offset Group,
  or parent Game Object.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `displayObject` | any |  |  | The Display Object to test from.
  `x` | number |  |  | The x coordinate to move towards.
  `y` | number |  |  | The y coordinate to move towards.
  `world` | boolean | <optional> | false | Calculate the distance using World coordinates (true), or Object coordinates (false, the default)

  ##### Returns:

  number -

  The distance between the object and the x/y coordinates.

  Source - physics/arcade/World.js, line 1942

#### enable(object, children)

  This will create an Arcade Physics body on the given game object or array of game objects.
  A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `object` | object | array | Phaser.Group |  |  | The game object to create the physics body on. Can also be an array or Group of objects, a body will be created on every child that has a `body` property.
  `children` | boolean | <optional> | true | Should a body be created on all children of this object? If true it will recurse down the display list as far as it can go.

  Source - physics/arcade/World.js, line 160

#### enableBody(object)

  Creates an Arcade Physics body on the given game object.

  A game object can only have 1 physics body active at any one time, and it can't be changed until the body is nulled.

  When you add an Arcade Physics body to an object it will automatically add the object into its parent Groups hash array.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `object` | object | The game object to create the physics body on. A body will only be created if this object has a null `body` property.

  Source - physics/arcade/World.js, line 216

#### getObjectsAtLocation(x, y, group, callback, callbackContext, callbackArg) → {Array.<PIXI.DisplayObject>}

  Given a Group and a location this will check to see which Group children overlap with the coordinates.
  Each child will be sent to the given callback for further processing.
  Note that the children are not checked for depth order, but simply if they overlap the coordinate or not.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `x` | number |  | The x coordinate to check.
  `y` | number |  | The y coordinate to check.
  `group` | Phaser.Group |  | The Group to check.
  `callback` | function | <optional> | A callback function that is called if the object overlaps the coordinates. The callback will be sent two parameters: the callbackArg and the Object that overlapped the location.
  `callbackContext` | object | <optional> | The context in which to run the callback.
  `callbackArg` | object | <optional> | An argument to pass to the callback.

  ##### Returns:

  Array.<PIXI.DisplayObject> -

  An array of the Sprites from the Group that overlapped the coordinates.

  Source - physics/arcade/World.js, line 1622

#### getObjectsUnderPointer(pointer, group, callback, callbackContext) → {Array.<PIXI.DisplayObject>}

  Given a Group and a Pointer this will check to see which Group children overlap with the Pointer coordinates.
  Each child will be sent to the given callback for further processing.
  Note that the children are not checked for depth order, but simply if they overlap the Pointer or not.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `pointer` | Phaser.Pointer |  | The Pointer to check.
  `group` | Phaser.Group |  | The Group to check.
  `callback` | function | <optional> | A callback function that is called if the object overlaps with the Pointer. The callback will be sent two parameters: the Pointer and the Object that overlapped with it.
  `callbackContext` | object | <optional> | The context in which to run the callback.

  ##### Returns:

  Array.<PIXI.DisplayObject> -

  An array of the Sprites from the Group that overlapped the Pointer coordinates.

  Source - physics/arcade/World.js, line 1599

#### getOverlapX(body1, body2, overlapOnly) → {float}

  Calculates the horizontal overlap between two Bodies and sets their properties accordingly, including:
  `touching.left`, `touching.right` and `overlapX`.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `body1` | Phaser.Physics.Arcade.Body | The first Body to separate.
  `body2` | Phaser.Physics.Arcade.Body | The second Body to separate.
  `overlapOnly` | boolean | Is this an overlap only check, or part of separation?

  ##### Returns:

  float -

  Returns the amount of horizontal overlap between the two bodies.

  Source - physics/arcade/World.js, line 1331

#### getOverlapY(body1, body2, overlapOnly) → {float}

  Calculates the vertical overlap between two Bodies and sets their properties accordingly, including:
  `touching.up`, `touching.down` and `overlapY`.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `body1` | Phaser.Physics.Arcade.Body | The first Body to separate.
  `body2` | Phaser.Physics.Arcade.Body | The second Body to separate.
  `overlapOnly` | boolean | Is this an overlap only check, or part of separation?

  ##### Returns:

  float -

  Returns the amount of vertical overlap between the two bodies.

  Source - physics/arcade/World.js, line 1395

#### intersects(body1, body2) → {boolean}

  Check for intersection against two bodies.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `body1` | Phaser.Physics.Arcade.Body | The first Body object to check.
  `body2` | Phaser.Physics.Arcade.Body | The second Body object to check.

  ##### Returns:

  boolean -

  True if they intersect, otherwise false.

  Source - physics/arcade/World.js, line 1061

#### moveToObject(displayObject, destination, speed, maxTime) → {number}

  Move the given display object towards the destination object at a steady velocity.
  If you specify a maxTime then it will adjust the speed (overwriting what you set) so it arrives at the destination in that number of seconds.
  Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
  Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
  Note: The display object doesn't stop moving once it reaches the destination coordinates.
  Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `displayObject` | any |  |  | The display object to move.
  `destination` | any |  |  | The display object to move towards. Can be any object but must have visible x/y properties.
  `speed` | number | <optional> | 60 | The speed it will move, in pixels per second (default is 60 pixels/sec)
  `maxTime` | number | <optional> | 0 | Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.

  ##### Returns:

  number -

  The angle (in radians) that the object should be visually set to in order to match its new velocity.

  Source - physics/arcade/World.js, line 1666

#### moveToPointer(displayObject, speed, pointer, maxTime) → {number}

  Move the given display object towards the pointer at a steady velocity. If no pointer is given it will use Phaser.Input.activePointer.
  If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
  Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
  Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
  Note: The display object doesn't stop moving once it reaches the destination coordinates.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `displayObject` | any |  |  | The display object to move.
  `speed` | number | <optional> | 60 | The speed it will move, in pixels per second (default is 60 pixels/sec)
  `pointer` | Phaser.Pointer | <optional> |  | The pointer to move towards. Defaults to Phaser.Input.activePointer.
  `maxTime` | number | <optional> | 0 | Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.

  ##### Returns:

  number -

  The angle (in radians) that the object should be visually set to in order to match its new velocity.

  Source - physics/arcade/World.js, line 1701

#### moveToXY(displayObject, x, y, speed, maxTime) → {number}

  Move the given display object towards the x/y coordinates at a steady velocity.
  If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
  Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
  Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
  Note: The display object doesn't stop moving once it reaches the destination coordinates.
  Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `displayObject` | any |  |  | The display object to move.
  `x` | number |  |  | The x coordinate to move towards.
  `y` | number |  |  | The y coordinate to move towards.
  `speed` | number | <optional> | 60 | The speed it will move, in pixels per second (default is 60 pixels/sec)
  `maxTime` | number | <optional> | 0 | Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.

  ##### Returns:

  number -

  The angle (in radians) that the object should be visually set to in order to match its new velocity.

  Source - physics/arcade/World.js, line 1736

#### overlap(object1, object2, overlapCallback, processCallback, callbackContext) → {boolean}

  Checks for overlaps between two game objects. The objects can be Sprites, Groups or Emitters.
  You can perform Sprite vs. Sprite, Sprite vs. Group and Group vs. Group overlap checks.
  Unlike collide the objects are NOT automatically separated or have any physics applied, they merely test for overlap results.
  Both the first and second parameter can be arrays of objects, of differing types.
  If two arrays are passed, the contents of the first parameter will be tested against all contents of the 2nd parameter.
  NOTE: This function is not recursive, and will not test against children of objects passed (i.e. Groups within Groups).

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `object1` | Phaser.Sprite | Phaser.Group | Phaser.Particles.Emitter | array |  |  | The first object or array of objects to check. Can be Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.
  `object2` | Phaser.Sprite | Phaser.Group | Phaser.Particles.Emitter | array |  |  | The second object or array of objects to check. Can be Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.
  `overlapCallback` | function | <optional> | null | An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you specified them, unless you are checking Group vs. Sprite, in which case Sprite will always be the first parameter.
  `processCallback` | function | <optional> | null | A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then `overlapCallback` will only be called if this callback returns `true`.
  `callbackContext` | object | <optional> |  | The context in which to run the callbacks.

  ##### Returns:

  boolean -

  True if an overlap occurred otherwise false.

  Source - physics/arcade/World.js, line 318

#### setBounds(x, y, width, height)

  Updates the size of this physics world.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `x` | number | Top left most corner of the world.
  `y` | number | Top left most corner of the world.
  `width` | number | New width of the world. Can never be smaller than the Game.width.
  `height` | number | New height of the world. Can never be smaller than the Game.height.

  Source - physics/arcade/World.js, line 134

#### setBoundsToWorld()

  Updates the size of this physics world to match the size of the game world.

  Source - physics/arcade/World.js, line 149

#### sort(group, sortDirection)

  This method will sort a Groups hash array.

  If the Group has `physicsSortDirection` set it will use the sort direction defined.

  Otherwise if the sortDirection parameter is undefined, or Group.physicsSortDirection is null, it will use Phaser.Physics.Arcade.sortDirection.

  By changing Group.physicsSortDirection you can customise each Group to sort in a different order.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `group` | Phaser.Group |  | The Group to sort.
  `sortDirection` | integer | <optional> | The sort direction used to sort this Group.

  Source - physics/arcade/World.js, line 518

#### sortBottomTop(a, b) → {integer}

  A Sort function for sorting two bodies based on a BOTTOM to TOP sort direction.

  This is called automatically by World.sort

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `a` | Phaser.Sprite | The first Sprite to test. The Sprite must have an Arcade Physics Body.
  `b` | Phaser.Sprite | The second Sprite to test. The Sprite must have an Arcade Physics Body.

  ##### Returns:

  integer -

  A negative value if `a > b`, a positive value if `a < b` or 0 if `a === b` or the bodies are invalid.

  Source - physics/arcade/World.js, line 497

#### sortLeftRight(a, b) → {integer}

  A Sort function for sorting two bodies based on a LEFT to RIGHT sort direction.

  This is called automatically by World.sort

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `a` | Phaser.Sprite | The first Sprite to test. The Sprite must have an Arcade Physics Body.
  `b` | Phaser.Sprite | The second Sprite to test. The Sprite must have an Arcade Physics Body.

  ##### Returns:

  integer -

  A negative value if `a > b`, a positive value if `a < b` or 0 if `a === b` or the bodies are invalid.

  Source - physics/arcade/World.js, line 434

#### sortRightLeft(a, b) → {integer}

  A Sort function for sorting two bodies based on a RIGHT to LEFT sort direction.

  This is called automatically by World.sort

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `a` | Phaser.Sprite | The first Sprite to test. The Sprite must have an Arcade Physics Body.
  `b` | Phaser.Sprite | The second Sprite to test. The Sprite must have an Arcade Physics Body.

  ##### Returns:

  integer -

  A negative value if `a > b`, a positive value if `a < b` or 0 if `a === b` or the bodies are invalid.

  Source - physics/arcade/World.js, line 455

#### sortTopBottom(a, b) → {integer}

  A Sort function for sorting two bodies based on a TOP to BOTTOM sort direction.

  This is called automatically by World.sort

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `a` | Phaser.Sprite | The first Sprite to test. The Sprite must have an Arcade Physics Body.
  `b` | Phaser.Sprite | The second Sprite to test. The Sprite must have an Arcade Physics Body.

  ##### Returns:

  integer -

  A negative value if `a > b`, a positive value if `a < b` or 0 if `a === b` or the bodies are invalid.

  Source - physics/arcade/World.js, line 476

#### updateMotion(The)

  Called automatically by a Physics body, it updates all motion related values on the Body unless `World.isPaused` is `true`.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `The` | Phaser.Physics.Arcade.Body | Body object to be updated.

  Source - physics/arcade/World.js, line 240

#### velocityFromAngle(angle, speed, point) → {Phaser.Point}

  Given the angle (in degrees) and speed calculate the velocity and return it as a Point object, or set it to the given point object.
  One way to use this is: velocityFromAngle(angle, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `angle` | number |  |  | The angle in degrees calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
  `speed` | number | <optional> | 60 | The speed it will move, in pixels per second sq.
  `point` | Phaser.Point | object | <optional> |  | The Point object in which the x and y properties will be set to the calculated velocity.

  ##### Returns:

  Phaser.Point -
  - A Point where point.x contains the velocity x value and point.y contains the velocity y value.
  Source - physics/arcade/World.js, line 1772

#### velocityFromRotation(rotation, speed, point) → {Phaser.Point}

  Given the rotation (in radians) and speed calculate the velocity and return it as a Point object, or set it to the given point object.
  One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `rotation` | number |  |  | The angle in radians.
  `speed` | number | <optional> | 60 | The speed it will move, in pixels per second sq.
  `point` | Phaser.Point | object | <optional> |  | The Point object in which the x and y properties will be set to the calculated velocity.

  ##### Returns:

  Phaser.Point -
  - A Point where point.x contains the velocity x value and point.y contains the velocity y value.
  Source - physics/arcade/World.js, line 1791

#### worldAngleToPointer(displayObject, pointer) → {number}

  Find the angle in radians between a display object (like a Sprite) and a Pointer,
  taking their x/y and center into account relative to the world.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `displayObject` | any |  | The DisplayObjerct to test from.
  `pointer` | Phaser.Pointer | <optional> | The Phaser.Pointer to test to. If none is given then Input.activePointer is used.

  ##### Returns:

  number -

  The angle in radians between displayObject.world.x/y to Pointer.worldX / worldY

  Source - physics/arcade/World.js, line 2099