: number How much velocity decays (velocity *= (1 - drag) every frame).
: boolean If object is static, it won't move, all non static objects won't move past it, and all
calls to addForce(), applyImpulse(), or jump() on this body will do absolutely nothing.
: number Initial speed in pixels per second for jump().
: number Mass of the body, decides how much a non-static body should move when resolves with another non-static body. (default 1).
?: boolean If object should move with moving platform (default true).
(): GameObj | null Current platform landing on.
(): boolean If currently landing on a platform.
(impulse: Vec2): void Applies an impulse
param impulseThe impulse vector, applied directly
(force: Vec2): void Applies a force
param forceThe force vector, applied after scaled by the inverse mass
(action: (col: Collision) => void): KEventController Register an event that runs when a collision is resolved.
(action: (col: Collision) => void): KEventController Register an event that runs before a collision would be resolved.
(action: () => void): KEventController Register an event that runs when the object is grounded.
(action: () => void): KEventController Register an event that runs when the object starts falling.
(action: () => void): KEventController Register an event that runs when the object falls off platform.
(action: () => void): KEventController Register an event that runs when the object bumps into something on the head.
(action: (obj: GameObj) => void): KEventController Register an event that runs when an object lands on this object.
(action: (obj: GameObj) => void): KEventController Register an event that runs when the object is bumped by another object head.