text: /**
  * @author       Richard Davey <rich@photonstorm.com>
  * @copyright    2014 Photon Storm Ltd.
  * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
  */
  
  //  Add an extra properties to p2 that we need
  p2.Body.prototype.parent = null;
  p2.Spring.prototype.parent = null;
  
  /**
  * @class Phaser.Physics.P2
  * @classdesc Physics World Constructor
  * @constructor
  * @param {Phaser.Game} game - Reference to the current game instance.
  * @param {object} [config] - Physics configuration object passed in from the game constructor.
  */
  Phaser.Physics.P2 = function (game, config) {
  
      /**
      * @property {Phaser.Game} game - Local reference to game.
      */
      this.game = game;
  
      if (typeof config === 'undefined' || !config.hasOwnProperty('gravity') || !config.hasOwnProperty('broadphase'))
      {
          config = { gravity: [0, 0], broadphase: new p2.SAPBroadphase() };
      }
  
      /**
      * @property {p2.World} game - The p2 World in which the simulation is run.
      * @protected
      */
      this.world = new p2.World(config);
  
      /**
      * @property {number} frameRate - The frame rate the world will be stepped at. Defaults to 1 / 60, but you can change here. Also see useElapsedTime property.
      * @default
      */
      this.frameRate = 1 / 60;
  
      /**
      * @property {boolean} useElapsedTime - If true the frameRate value will be ignored and instead p2 will step with the value of Game.Time.physicsElapsed, which is a delta time value.
      * @default
      */
      this.useElapsedTime = false;
  
      /**
      * @property {array<Phaser.Physics.P2.Material>} materials - A local array of all created Materials.
      * @protected
      */
      this.materials = [];
  
      /**
      * @property {Phaser.InversePointProxy} gravity - The gravity applied to all bodies each step.
      */
      this.gravity = new Phaser.Physics.P2.InversePointProxy(this, this.world.gravity);
  
      /**
      * @property {p2.Body} bounds - The bounds body contains the 4 walls that border the World. Define or disable with setBounds.
      */
      this.bounds = null;
  
      /**
      * @property {array} _wallShapes - The wall bounds shapes.
      * @private
      */
      this._wallShapes = [ null, null, null, null ];
  
      /**
      * @property {Phaser.Signal} onBodyAdded - Dispatched when a new Body is added to the World.
      */
      this.onBodyAdded = new Phaser.Signal();
  
      /**
      * @property {Phaser.Signal} onBodyRemoved - Dispatched when a Body is removed from the World.
      */
      this.onBodyRemoved = new Phaser.Signal();
  
      /**
      * @property {Phaser.Signal} onSpringAdded - Dispatched when a new Spring is added to the World.
      */
      this.onSpringAdded = new Phaser.Signal();
  
      /**
      * @property {Phaser.Signal} onSpringRemoved - Dispatched when a Spring is removed from the World.
      */
      this.onSpringRemoved = new Phaser.Signal();
  
      /**
      * @property {Phaser.Signal} onConstraintAdded - Dispatched when a new Constraint is added to the World.
      */
      this.onConstraintAdded = new Phaser.Signal();
  
      /**
      * @property {Phaser.Signal} onConstraintRemoved - Dispatched when a Constraint is removed from the World.
      */
      this.onConstraintRemoved = new Phaser.Signal();
  
      /**
      * @property {Phaser.Signal} onContactMaterialAdded - Dispatched when a new ContactMaterial is added to the World.
      */
      this.onContactMaterialAdded = new Phaser.Signal();
  
      /**
      * @property {Phaser.Signal} onContactMaterialRemoved - Dispatched when a ContactMaterial is removed from the World.
      */
      this.onContactMaterialRemoved = new Phaser.Signal();
  
      /**
      * @property {Phaser.Signal} onPostBroadphase - Dispatched after the Broadphase has collected collision pairs in the world.
      */
      // this.onPostBroadphase = new Phaser.Signal();
      this.postBroadphaseCallback = null;
      this.callbackContext = null;
  
      /**
      * @property {Phaser.Signal} onImpact - Dispatched when a first contact is created between two bodies. This event is fired after the step has been done.
      */
      // this.onImpact = new Phaser.Signal();
      this.impactCallback = null;
  
      /**
      * @property {Phaser.Signal} onBeginContact - Dispatched when a first contact is created between two bodies. This event is fired before the step has been done.
      */
      this.onBeginContact = new Phaser.Signal();
  
      /**
      * @property {Phaser.Signal} onEndContact - Dispatched when final contact occurs between two bodies. This event is fired before the step has been done.
      */
      this.onEndContact = new Phaser.Signal();
  
      //  Pixel to meter function overrides
      if (config.hasOwnProperty('mpx') && config.hasOwnProperty('pxm') && config.hasOwnProperty('mpxi') && config.hasOwnProperty('pxmi'))
      {
          this.mpx = config.mpx;
          this.mpxi = config.mpxi;
          this.pxm = config.pxm;
          this.pxmi = config.pxmi;
      }
  
      //  Hook into the World events
      this.world.on("beginContact", this.beginContactHandler, this);
      this.world.on("endContact", this.endContactHandler, this);
  
      /**
      * @property {array} _toRemove - Internal var used to hold references to bodies to remove from the world on the next step.
      */
      this._toRemove = [];
  
      /**
      * @property {array} collisionGroups - Internal var.
      */
      this.collisionGroups = [];
  
      /**
      * @property {number} _collisionGroupID - Internal var.
      * @private
      */
      this._collisionGroupID = 2;
  
      this.nothingCollisionGroup = new Phaser.Physics.P2.CollisionGroup(1);
      this.boundsCollisionGroup = new Phaser.Physics.P2.CollisionGroup(2);
      this.everythingCollisionGroup = new Phaser.Physics.P2.CollisionGroup(2147483648);
  
      this.boundsCollidesWith = [];
  
      //  By default we want everything colliding with everything
      this.setBoundsToWorld(true, true, true, true, false);
  
  };
  
  /**
  * @const
  * @type {number}
  */
  Phaser.Physics.P2.LIME_CORONA_JSON = 0;
  
  Phaser.Physics.P2.prototype = {
  
      /**
      * This will add a P2 Physics body into the removal list for the next step.
      *
      * @method Phaser.Physics.P2#removeBodyNextStep
      * @param {Phaser.Physics.P2.Body} body - The body to remove at the start of the next step.
      */
      removeBodyNextStep: function (body) {
  
          this._toRemove.push(body);
  
      },
  
      /**
      * Called at the start of the core update loop. Purges flagged bodies from the world.
      *
      * @method Phaser.Physics.P2#preUpdate
      */
      preUpdate: function () {
  
          var i = this._toRemove.length;
  
          while (i--)
          {
              this.removeBody(this._toRemove[i]);
          }
  
          this._toRemove.length = 0;
  
      },
  
      /**
      * This will create a P2 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.
      *
      * @method Phaser.Physics.P2#enable
      * @param {object|array|Phaser.Group} object - 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.
      * @param {boolean} [debug=false] - Create a debug object to go with this body?
      * @param {boolean} [children=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.
      */
      enable: function (object, debug, children) {
  
          if (typeof debug === 'undefined') { debug = false; }
          if (typeof children === 'undefined') { children = true; }
  
          var i = 1;
  
          if (Array.isArray(object))
          {
              i = object.length;
  
              while (i--)
              {
                  if (object[i] instanceof Phaser.Group)
                  {
                      //  If it's a Group then we do it on the children regardless
                      this.enable(object[i].children, debug, children);
                  }
                  else
                  {
                      this.enableBody(object[i], debug);
  
                      if (children && object[i].hasOwnProperty('children') && object[i].children.length > 0)
                      {
                          this.enable(object[i], debug, true);
                      }
                  }
              }
          }
          else
          {
              if (object instanceof Phaser.Group)
              {
                  //  If it's a Group then we do it on the children regardless
                  this.enable(object.children, debug, children);
              }
              else
              {
                  this.enableBody(object, debug);
  
                  if (children && object.hasOwnProperty('children') && object.children.length > 0)
                  {
                      this.enable(object.children, debug, true);
                  }
              }
          }
  
      },
  
      /**
      * Creates a P2 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.
      *
      * @method Phaser.Physics.P2#enableBody
      * @param {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.
      * @param {boolean} debug - Create a debug object to go with this body?
      */
      enableBody: function (object, debug) {
  
          if (object.hasOwnProperty('body') && object.body === null)
          {
              object.body = new Phaser.Physics.P2.Body(this.game, object, object.x, object.y, 1);
              object.body.debug = debug;
              object.anchor.set(0.5);
          }
  
      },
  
      /**
      * Impact event handling is disabled by default. Enable it before any impact events will be dispatched.
      * In a busy world hundreds of impact events can be generated every step, so only enable this if you cannot do what you need via beginContact or collision masks.
      *
      * @method Phaser.Physics.P2#setImpactEvents
      * @param {boolean} state - Set to true to enable impact events, or false to disable.
      */
      setImpactEvents: function (state) {
  
          if (state)
          {
              this.world.on("impact", this.impactHandler, this);
          }
          else
          {
              this.world.off("impact", this.impactHandler, this);
          }
  
      },
  
      /**
      * Sets a callback to be fired after the Broadphase has collected collision pairs in the world.
      * Just because a pair exists it doesn't mean they *will* collide, just that they potentially could do.
      * If your calback returns `false` the pair will be removed from the narrowphase. This will stop them testing for collision this step.
      * Returning `true` from the callback will ensure they are checked in the narrowphase.
      *
      * @method Phaser.Physics.P2#setPostBroadphaseCallback
      * @param {function} callback - The callback that will receive the postBroadphase event data. It must return a boolean. Set to null to disable an existing callback.
      * @param {object} context - The context under which the callback will be fired.
      */
      setPostBroadphaseCallback: function (callback, context) {
  
          this.postBroadphaseCallback = callback;
          this.callbackContext = context;
  
          if (callback !== null)
          {
              this.world.on("postBroadphase", this.postBroadphaseHandler, this);
          }
          else
          {
              this.world.off("postBroadphase", this.postBroadphaseHandler, this);
          }
  
      },
  
      /**
      * Internal handler for the postBroadphase event.
      *
      * @method Phaser.Physics.P2#postBroadphaseHandler
      * @private
      * @param {object} event - The event data.
      */
      postBroadphaseHandler: function (event) {
  
          if (this.postBroadphaseCallback)
          {
              //  Body.id 1 is always the World bounds object
              var i = event.pairs.length;
  
              while (i -= 2)
              {
                  if (event.pairs[i].id !== 1 && event.pairs[i+1].id !== 1 && !this.postBroadphaseCallback.call(this.callbackContext, event.pairs[i].parent, event.pairs[i+1].parent))
                  {
                      event.pairs.splice(i, 2);
                  }
              }
          }
  
      },
  
      /**
      * Handles a p2 impact event.
      *
      * @method Phaser.Physics.P2#impactHandler
      * @private
      * @param {object} event - The event data.
      */
      impactHandler: function (event) {
  
          if (event.bodyA.parent && event.bodyB.parent)
          {
              //  Body vs. Body callbacks
              var a = event.bodyA.parent;
              var b = event.bodyB.parent;
  
              if (a._bodyCallbacks[event.bodyB.id])
              {
                  a._bodyCallbacks[event.bodyB.id].call(a._bodyCallbackContext[event.bodyB.id], a, b, event.shapeA, event.shapeB);
              }
  
              if (b._bodyCallbacks[event.bodyA.id])
              {
                  b._bodyCallbacks[event.bodyA.id].call(b._bodyCallbackContext[event.bodyA.id], b, a, event.shapeB, event.shapeA);
              }
  
              //  Body vs. Group callbacks
              if (a._groupCallbacks[event.shapeB.collisionGroup])
              {
                  a._groupCallbacks[event.shapeB.collisionGroup].call(a._groupCallbackContext[event.shapeB.collisionGroup], a, b, event.shapeA, event.shapeB);
              }
  
              if (b._groupCallbacks[event.shapeA.collisionGroup])
              {
                  b._groupCallbacks[event.shapeA.collisionGroup].call(b._groupCallbackContext[event.shapeA.collisionGroup], b, a, event.shapeB, event.shapeA);
              }
          }
  
      },
  
      /**
      * Handles a p2 begin contact event.
      *
      * @method Phaser.Physics.P2#beginContactHandler
      * @param {object} event - The event data.
      */
      beginContactHandler: function (event) {
  
          if (event.bodyA.id > 1 && event.bodyB.id > 1)
          {
              this.onBeginContact.dispatch(event.bodyA, event.bodyB, event.shapeA, event.shapeB, event.contactEquations);
  
              if (event.bodyA.parent)
              {
                  event.bodyA.parent.onBeginContact.dispatch(event.bodyB.parent, event.shapeA, event.shapeB, event.contactEquations);
              }
  
              if (event.bodyB.parent)
              {
                  event.bodyB.parent.onBeginContact.dispatch(event.bodyA.parent, event.shapeB, event.shapeA, event.contactEquations);
              }
          }
  
      },
  
      /**
      * Handles a p2 end contact event.
      *
      * @method Phaser.Physics.P2#endContactHandler
      * @param {object} event - The event data.
      */
      endContactHandler: function (event) {
  
          if (event.bodyA.id > 1 && event.bodyB.id > 1)
          {
              this.onEndContact.dispatch(event.bodyA, event.bodyB, event.shapeA, event.shapeB);
  
              if (event.bodyA.parent)
              {
                  event.bodyA.parent.onEndContact.dispatch(event.bodyB.parent, event.shapeA, event.shapeB);
              }
  
              if (event.bodyB.parent)
              {
                  event.bodyB.parent.onEndContact.dispatch(event.bodyA.parent, event.shapeB, event.shapeA);
              }
          }
  
      },
  
      /**
      * Sets the bounds of the Physics world to match the Game.World dimensions.
      * You can optionally set which 'walls' to create: left, right, top or bottom.
      *
      * @method Phaser.Physics#setBoundsToWorld
      * @param {boolean} [left=true] - If true will create the left bounds wall.
      * @param {boolean} [right=true] - If true will create the right bounds wall.
      * @param {boolean} [top=true] - If true will create the top bounds wall.
      * @param {boolean} [bottom=true] - If true will create the bottom bounds wall.
      * @param {boolean} [setCollisionGroup=true] - If true the Bounds will be set to use its own Collision Group.
      */
      setBoundsToWorld: function (left, right, top, bottom, setCollisionGroup) {
  
          this.setBounds(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, left, right, top, bottom, setCollisionGroup);
  
      },
  
  
      /**
      * Sets the given material against the 4 bounds of this World.
      *
      * @method Phaser.Physics#setWorldMaterial
      * @param {Phaser.Physics.P2.Material} material - The material to set.
      * @param {boolean} [left=true] - If true will set the material on the left bounds wall.
      * @param {boolean} [right=true] - If true will set the material on the right bounds wall.
      * @param {boolean} [top=true] - If true will set the material on the top bounds wall.
      * @param {boolean} [bottom=true] - If true will set the material on the bottom bounds wall.
      */
      setWorldMaterial: function (material, left, right, top, bottom) {
  
          if (typeof left === 'undefined') { left = true; }
          if (typeof right === 'undefined') { right = true; }
          if (typeof top === 'undefined') { top = true; }
          if (typeof bottom === 'undefined') { bottom = true; }
  
          if (left && this._wallShapes[0])
          {
              this._wallShapes[0].material = material;
          }
  
          if (right && this._wallShapes[1])
          {
              this._wallShapes[1].material = material;
          }
  
          if (top && this._wallShapes[2])
          {
              this._wallShapes[2].material = material;
          }
  
          if (bottom && this._wallShapes[3])
          {
              this._wallShapes[3].material = material;
          }
  
      },
  
      /**
      * By default the World will be set to collide everything with everything. The bounds of the world is a Body with 4 shapes, one for each face.
      * If you start to use your own collision groups then your objects will no longer collide with the bounds.
      * To fix this you need to adjust the bounds to use its own collision group first BEFORE changing your Sprites collision group.
      *
      * @method Phaser.Physics.P2#updateBoundsCollisionGroup
      * @param {boolean} [setCollisionGroup=true] - If true the Bounds will be set to use its own Collision Group.
      */
      updateBoundsCollisionGroup: function (setCollisionGroup) {
  
          if (typeof setCollisionGroup === 'undefined') { setCollisionGroup = true; }
  
          for (var i = 0; i < 4; i++)
          {
              if (this._wallShapes[i])
              {
                  if (setCollisionGroup)
                  {
                      this._wallShapes[i].collisionGroup = this.boundsCollisionGroup.mask;
                  }
                  else
                  {
                      this._wallShapes[i].collisionGroup = this.everythingCollisionGroup.mask;
                  }
              }
          }
  
      },
  
      /**
      * Sets the bounds of the Physics world to match the given world pixel dimensions.
      * You can optionally set which 'walls' to create: left, right, top or bottom.
      *
      * @method Phaser.Physics.P2#setBounds
      * @param {number} x - The x coordinate of the top-left corner of the bounds.
      * @param {number} y - The y coordinate of the top-left corner of the bounds.
      * @param {number} width - The width of the bounds.
      * @param {number} height - The height of the bounds.
      * @param {boolean} [left=true] - If true will create the left bounds wall.
      * @param {boolean} [right=true] - If true will create the right bounds wall.
      * @param {boolean} [top=true] - If true will create the top bounds wall.
      * @param {boolean} [bottom=true] - If true will create the bottom bounds wall.
      * @param {boolean} [setCollisionGroup=true] - If true the Bounds will be set to use its own Collision Group.
      */
      setBounds: function (x, y, width, height, left, right, top, bottom, setCollisionGroup) {
  
          if (typeof left === 'undefined') { left = true; }
          if (typeof right === 'undefined') { right = true; }
          if (typeof top === 'undefined') { top = true; }
          if (typeof bottom === 'undefined') { bottom = true; }
          if (typeof setCollisionGroup === 'undefined') { setCollisionGroup = true; }
  
          var hw = (width / 2);
          var hh = (height / 2);
          var cx = hw + x;
          var cy = hh + y;
  
          if (this.bounds !== null)
          {
              if (this.bounds.world)
              {
                  this.world.removeBody(this.bounds);
              }
  
              var i = this.bounds.shapes.length;
  
              while (i--)
              {
                  var shape = this.bounds.shapes[i];
                  this.bounds.removeShape(shape);
              }
  
              this.bounds.position[0] = this.pxmi(cx);
              this.bounds.position[1] = this.pxmi(cy);
          }
          else
          {
              this.bounds = new p2.Body({ mass: 0, position: [this.pxmi(cx), this.pxmi(cy)] });
          }
  
          if (left)
          {
              this._wallShapes[0] = new p2.Plane();
  
              if (setCollisionGroup)
              {
                  this._wallShapes[0].collisionGroup = this.boundsCollisionGroup.mask;
              }
  
              this.bounds.addShape(this._wallShapes[0], [this.pxmi(-hw), 0], 1.5707963267948966);
          }
  
          if (right)
          {
              this._wallShapes[1] = new p2.Plane();
  
              if (setCollisionGroup)
              {
                  this._wallShapes[1].collisionGroup = this.boundsCollisionGroup.mask;
              }
  
              this.bounds.addShape(this._wallShapes[1], [this.pxmi(hw), 0], -1.5707963267948966);
          }
  
          if (top)
          {
              this._wallShapes[2] = new p2.Plane();
  
              if (setCollisionGroup)
              {
                  this._wallShapes[2].collisionGroup = this.boundsCollisionGroup.mask;
              }
  
              this.bounds.addShape(this._wallShapes[2], [0, this.pxmi(-hh)], -3.141592653589793);
          }
  
          if (bottom)
          {
              this._wallShapes[3] = new p2.Plane();
  
              if (setCollisionGroup)
              {
                  this._wallShapes[3].collisionGroup = this.boundsCollisionGroup.mask;
              }
  
              this.bounds.addShape(this._wallShapes[3], [0, this.pxmi(hh)]);
          }
  
          this.world.addBody(this.bounds);
  
      },
  
      /**
      * @method Phaser.Physics.P2#update
      */
      update: function () {
  
          if (this.useElapsedTime)
          {
              this.world.step(this.game.time.physicsElapsed);
          }
          else
          {
              this.world.step(this.frameRate);
          }
  
      },
  
      /**
      * Clears all bodies from the simulation, resets callbacks and resets the collision bitmask.
      *
      * @method Phaser.Physics.P2#clear
      */
      clear: function () {
  
          this.world.clear();
  
          this.world.off("beginContact", this.beginContactHandler, this);
          this.world.off("endContact", this.endContactHandler, this);
  
          this.postBroadphaseCallback = null;
          this.callbackContext = null;
          this.impactCallback = null;
  
          this.collisionGroups = [];
          this._toRemove = [];
          this._collisionGroupID = 2;
          this.boundsCollidesWith = [];
  
      },
  
      /**
      * Clears all bodies from the simulation and unlinks World from Game. Should only be called on game shutdown. Call `clear` on a State change.
      *
      * @method Phaser.Physics.P2#destroy
      */
      destroy: function () {
  
          this.clear();
  
          this.game = null;
  
      },
  
      /**
      * Add a body to the world.
      *
      * @method Phaser.Physics.P2#addBody
      * @param {Phaser.Physics.P2.Body} body - The Body to add to the World.
      * @return {boolean} True if the Body was added successfully, otherwise false.
      */
      addBody: function (body) {
  
          if (body.data.world)
          {
              return false;
          }
          else
          {
              this.world.addBody(body.data);
  
              this.onBodyAdded.dispatch(body);
  
              return true;
          }
  
      },
  
      /**
      * Removes a body from the world. This will silently fail if the body wasn't part of the world to begin with.
      *
      * @method Phaser.Physics.P2#removeBody
      * @param {Phaser.Physics.P2.Body} body - The Body to remove from the World.
      * @return {Phaser.Physics.P2.Body} The Body that was removed.
      */
      removeBody: function (body) {
  
          if (body.data.world == this.world)
          {
              this.world.removeBody(body.data);
  
              this.onBodyRemoved.dispatch(body);
          }
  
          return body;
  
      },
  
      /**
      * Adds a Spring to the world.
      *
      * @method Phaser.Physics.P2#addSpring
      * @param {Phaser.Physics.P2.Spring} spring - The Spring to add to the World.
      * @return {Phaser.Physics.P2.Spring} The Spring that was added.
      */
      addSpring: function (spring) {
  
          this.world.addSpring(spring);
  
          this.onSpringAdded.dispatch(spring);
  
          return spring;
  
      },
  
      /**
      * Removes a Spring from the world.
      *
      * @method Phaser.Physics.P2#removeSpring
      * @param {Phaser.Physics.P2.Spring} spring - The Spring to remove from the World.
      * @return {Phaser.Physics.P2.Spring} The Spring that was removed.
      */
      removeSpring: function (spring) {
  
          this.world.removeSpring(spring);
  
          this.onSpringRemoved.dispatch(spring);
  
          return spring;
  
      },
  
      /**
      * Creates a constraint that tries to keep the distance between two bodies constant.
      *
      * @method Phaser.Physics.P2#createDistanceConstraint
      * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body.
      * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body.
      * @param {number} distance - The distance to keep between the bodies.
      * @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies.
      * @return {Phaser.Physics.P2.DistanceConstraint} The constraint
      */
      createDistanceConstraint: function (bodyA, bodyB, distance, maxForce) {
  
          bodyA = this.getBody(bodyA);
          bodyB = this.getBody(bodyB);
  
          if (!bodyA || !bodyB)
          {
              console.warn('Cannot create Constraint, invalid body objects given');
          }
          else
          {
              return this.addConstraint(new Phaser.Physics.P2.DistanceConstraint(this, bodyA, bodyB, distance, maxForce));
          }
  
      },
  
      /**
      * Creates a constraint that tries to keep the distance between two bodies constant.
      *
      * @method Phaser.Physics.P2#createGearConstraint
      * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body.
      * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body.
      * @param {number} [angle=0] - The relative angle
      * @param {number} [ratio=1] - The gear ratio.
      * @return {Phaser.Physics.P2.GearConstraint} The constraint
      */
      createGearConstraint: function (bodyA, bodyB, angle, ratio) {
  
          bodyA = this.getBody(bodyA);
          bodyB = this.getBody(bodyB);
  
          if (!bodyA || !bodyB)
          {
              console.warn('Cannot create Constraint, invalid body objects given');
          }
          else
          {
              return this.addConstraint(new Phaser.Physics.P2.GearConstraint(this, bodyA, bodyB, angle, ratio));
          }
  
      },
  
      /**
      * Connects two bodies at given offset points, letting them rotate relative to each other around this point.
      * The pivot points are given in world (pixel) coordinates.
      *
      * @method Phaser.Physics.P2#createRevoluteConstraint
      * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body.
      * @param {Array} pivotA - The point relative to the center of mass of bodyA which bodyA is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32].
      * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body.
      * @param {Array} pivotB - The point relative to the center of mass of bodyB which bodyB is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32].
      * @param {number} [maxForce=0] - The maximum force that should be applied to constrain the bodies.
      * @return {Phaser.Physics.P2.RevoluteConstraint} The constraint
      */
      createRevoluteConstraint: function (bodyA, pivotA, bodyB, pivotB, maxForce) {
  
          bodyA = this.getBody(bodyA);
          bodyB = this.getBody(bodyB);
  
          if (!bodyA || !bodyB)
          {
              console.warn('Cannot create Constraint, invalid body objects given');
          }
          else
          {
              return this.addConstraint(new Phaser.Physics.P2.RevoluteConstraint(this, bodyA, pivotA, bodyB, pivotB, maxForce));
          }
  
      },
  
      /**
      * Locks the relative position between two bodies.
      *
      * @method Phaser.Physics.P2#createLockConstraint
      * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body.
      * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body.
      * @param {Array} [offset] - The offset of bodyB in bodyA's frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
      * @param {number} [angle=0] - The angle of bodyB in bodyA's frame.
      * @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies.
      * @return {Phaser.Physics.P2.LockConstraint} The constraint
      */
      createLockConstraint: function (bodyA, bodyB, offset, angle, maxForce) {
  
          bodyA = this.getBody(bodyA);
          bodyB = this.getBody(bodyB);
  
          if (!bodyA || !bodyB)
          {
              console.warn('Cannot create Constraint, invalid body objects given');
          }
          else
          {
              return this.addConstraint(new Phaser.Physics.P2.LockConstraint(this, bodyA, bodyB, offset, angle, maxForce));
          }
  
      },
  
      /**
      * Constraint that only allows bodies to move along a line, relative to each other.
      * See http://www.iforce2d.net/b2dtut/joints-prismatic
      *
      * @method Phaser.Physics.P2#createPrismaticConstraint
      * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body.
      * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body.
      * @param {boolean} [lockRotation=true] - If set to false, bodyB will be free to rotate around its anchor point.
      * @param {Array} [anchorA] - Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
      * @param {Array} [anchorB] - Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].
      * @param {Array} [axis] - An axis, defined in body A frame, that body B's anchor point may slide along. The value is an array with 2 elements matching x and y, i.e: [32, 32].
      * @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies.
      * @return {Phaser.Physics.P2.PrismaticConstraint} The constraint
      */
      createPrismaticConstraint: function (bodyA, bodyB, lockRotation, anchorA, anchorB, axis, maxForce) {
  
          bodyA = this.getBody(bodyA);
          bodyB = this.getBody(bodyB);
  
          if (!bodyA || !bodyB)
          {
              console.warn('Cannot create Constraint, invalid body objects given');
          }
          else
          {
              return this.addConstraint(new Phaser.Physics.P2.PrismaticConstraint(this, bodyA, bodyB, lockRotation, anchorA, anchorB, axis, maxForce));
          }
  
      },
  
      /**
      * Adds a Constraint to the world.
      *
      * @method Phaser.Physics.P2#addConstraint
      * @param {Phaser.Physics.P2.Constraint} constraint - The Constraint to add to the World.
      * @return {Phaser.Physics.P2.Constraint} The Constraint that was added.
      */
      addConstraint: function (constraint) {
  
          this.world.addConstraint(constraint);
  
          this.onConstraintAdded.dispatch(constraint);
  
          return constraint;
  
      },
  
      /**
      * Removes a Constraint from the world.
      *
      * @method Phaser.Physics.P2#removeConstraint
      * @param {Phaser.Physics.P2.Constraint} constraint - The Constraint to be removed from the World.
      * @return {Phaser.Physics.P2.Constraint} The Constraint that was removed.
      */
      removeConstraint: function (constraint) {
  
          this.world.removeConstraint(constraint);
  
          this.onConstraintRemoved.dispatch(constraint);
  
          return constraint;
  
      },
  
      /**
      * Adds a Contact Material to the world.
      *
      * @method Phaser.Physics.P2#addContactMaterial
      * @param {Phaser.Physics.P2.ContactMaterial} material - The Contact Material to be added to the World.
      * @return {Phaser.Physics.P2.ContactMaterial} The Contact Material that was added.
      */
      addContactMaterial: function (material) {
  
          this.world.addContactMaterial(material);
  
          this.onContactMaterialAdded.dispatch(material);
  
          return material;
  
      },
  
      /**
      * Removes a Contact Material from the world.
      *
      * @method Phaser.Physics.P2#removeContactMaterial
      * @param {Phaser.Physics.P2.ContactMaterial} material - The Contact Material to be removed from the World.
      * @return {Phaser.Physics.P2.ContactMaterial} The Contact Material that was removed.
      */
      removeContactMaterial: function (material) {
  
          this.world.removeContactMaterial(material);
  
          this.onContactMaterialRemoved.dispatch(material);
  
          return material;
  
      },
  
      /**
      * Gets a Contact Material based on the two given Materials.
      *
      * @method Phaser.Physics.P2#getContactMaterial
      * @param {Phaser.Physics.P2.Material} materialA - The first Material to search for.
      * @param {Phaser.Physics.P2.Material} materialB - The second Material to search for.
      * @return {Phaser.Physics.P2.ContactMaterial|boolean} The Contact Material or false if none was found matching the Materials given.
      */
      getContactMaterial: function (materialA, materialB) {
  
          return this.world.getContactMaterial(materialA, materialB);
  
      },
  
      /**
      * Sets the given Material against all Shapes owned by all the Bodies in the given array.
      *
      * @method Phaser.Physics.P2#setMaterial
      * @param {Phaser.Physics.P2.Material} material - The Material to be applied to the given Bodies.
      * @param {array<Phaser.Physics.P2.Body>} bodies - An Array of Body objects that the given Material will be set on.
      */
      setMaterial: function (material, bodies) {
  
          var i = bodies.length;
  
          while (i--)
          {
              bodies.setMaterial(material);
          }
  
      },
  
      /**
      * Creates a Material. Materials are applied to Shapes owned by a Body and can be set with Body.setMaterial().
      * Materials are a way to control what happens when Shapes collide. Combine unique Materials together to create Contact Materials.
      * Contact Materials have properties such as friction and restitution that allow for fine-grained collision control between different Materials.
      *
      * @method Phaser.Physics.P2#createMaterial
      * @param {string} [name] - Optional name of the Material. Each Material has a unique ID but string names are handy for debugging.
      * @param {Phaser.Physics.P2.Body} [body] - Optional Body. If given it will assign the newly created Material to the Body shapes.
      * @return {Phaser.Physics.P2.Material} The Material that was created. This is also stored in Phaser.Physics.P2.materials.
      */
      createMaterial: function (name, body) {
  
          name = name || '';
  
          var material = new Phaser.Physics.P2.Material(name);
  
          this.materials.push(material);
  
          if (typeof body !== 'undefined')
          {
              body.setMaterial(material);
          }
  
          return material;
  
      },
  
      /**
      * Creates a Contact Material from the two given Materials. You can then edit the properties of the Contact Material directly.
      *
      * @method Phaser.Physics.P2#createContactMaterial
      * @param {Phaser.Physics.P2.Material} [materialA] - The first Material to create the ContactMaterial from. If undefined it will create a new Material object first.
      * @param {Phaser.Physics.P2.Material} [materialB] - The second Material to create the ContactMaterial from. If undefined it will create a new Material object first.
      * @param {object} [options] - Material options object.
      * @return {Phaser.Physics.P2.ContactMaterial} The Contact Material that was created.
      */
      createContactMaterial: function (materialA, materialB, options) {
  
          if (typeof materialA === 'undefined') { materialA = this.createMaterial(); }
          if (typeof materialB === 'undefined') { materialB = this.createMaterial(); }
  
          var contact = new Phaser.Physics.P2.ContactMaterial(materialA, materialB, options);
  
          return this.addContactMaterial(contact);
  
      },
  
      /**
      * Populates and returns an array with references to of all current Bodies in the world.
      *
      * @method Phaser.Physics.P2#getBodies
      * @return {array<Phaser.Physics.P2.Body>} An array containing all current Bodies in the world.
      */
      getBodies: function () {
  
          var output = [];
          var i = this.world.bodies.length;
  
          while (i--)
          {
              output.push(this.world.bodies[i].parent);
          }
  
          return output;
  
      },
  
      /**
      * Checks the given object to see if it has a p2.Body and if so returns it.
      *
      * @method Phaser.Physics.P2#getBody
      * @param {object} object - The object to check for a p2.Body on.
      * @return {p2.Body} The p2.Body, or null if not found.
      */
      getBody: function (object) {
  
          if (object instanceof p2.Body)
          {
              //  Native p2 body
              return object;
          }
          else if (object instanceof Phaser.Physics.P2.Body)
          {
              //  Phaser P2 Body
              return object.data;
          }
          else if (object['body'] && object['body'].type === Phaser.Physics.P2JS)
          {
              //  Sprite, TileSprite, etc
              return object.body.data;
          }
  
          return null;
  
      },
  
      /**
      * Populates and returns an array of all current Springs in the world.
      *
      * @method Phaser.Physics.P2#getSprings
      * @return {array<Phaser.Physics.P2.Spring>} An array containing all current Springs in the world.
      */
      getSprings: function () {
  
          var output = [];
          var i = this.world.springs.length;
  
          while (i--)
          {
              output.push(this.world.springs[i].parent);
          }
  
          return output;
  
      },
  
      /**
      * Populates and returns an array of all current Constraints in the world.
      *
      * @method Phaser.Physics.P2#getConstraints
      * @return {array<Phaser.Physics.P2.Constraint>} An array containing all current Constraints in the world.
      */
      getConstraints: function () {
  
          var output = [];
          var i = this.world.constraints.length;
  
          while (i--)
          {
              output.push(this.world.constraints[i].parent);
          }
  
          return output;
  
      },
  
      /**
      * Test if a world point overlaps bodies. You will get an array of actual P2 bodies back. You can find out which Sprite a Body belongs to
      * (if any) by checking the Body.parent.sprite property. Body.parent is a Phaser.Physics.P2.Body property.
      *
      * @method Phaser.Physics.P2#hitTest
      * @param {Phaser.Point} worldPoint - Point to use for intersection tests. The points values must be in world (pixel) coordinates.
      * @param {Array<Phaser.Physics.P2.Body|Phaser.Sprite|p2.Body>} [bodies] - A list of objects to check for intersection. If not given it will check Phaser.Physics.P2.world.bodies (i.e. all world bodies)
      * @param {number} [precision=5] - Used for matching against particles and lines. Adds some margin to these infinitesimal objects.
      * @param {boolean} [filterStatic=false] - If true all Static objects will be removed from the results array.
      * @return {Array} Array of bodies that overlap the point.
      */
      hitTest: function (worldPoint, bodies, precision, filterStatic) {
  
          if (typeof bodies === 'undefined') { bodies = this.world.bodies; }
          if (typeof precision === 'undefined') { precision = 5; }
          if (typeof filterStatic === 'undefined') { filterStatic = false; }
  
          var physicsPosition = [ this.pxmi(worldPoint.x), this.pxmi(worldPoint.y) ];
  
          var query = [];
          var i = bodies.length;
  
          while (i--)
          {
              if (bodies[i] instanceof Phaser.Physics.P2.Body && !(filterStatic && bodies[i].data.motionState === p2.Body.STATIC))
              {
                  query.push(bodies[i].data);
              }
              else if (bodies[i] instanceof p2.Body && bodies[i].parent && !(filterStatic && bodies[i].motionState === p2.Body.STATIC))
              {
                  query.push(bodies[i]);
              }
              else if (bodies[i] instanceof Phaser.Sprite && bodies[i].hasOwnProperty('body') && !(filterStatic && bodies[i].body.data.motionState === p2.Body.STATIC))
              {
                  query.push(bodies[i].body.data);
              }
          }
  
          return this.world.hitTest(physicsPosition, query, precision);
  
      },
  
      /**
      * Converts the current world into a JSON object.
      *
      * @method Phaser.Physics.P2#toJSON
      * @return {object} A JSON representation of the world.
      */
      toJSON: function () {
  
          return this.world.toJSON();
  
      },
  
      /**
      * Creates a new Collision Group and optionally applies it to the given object.
      * Collision Groups are handled using bitmasks, therefore you have a fixed limit you can create before you need to re-use older groups.
      *
      * @method Phaser.Physics.P2#createCollisionGroup
      * @param {Phaser.Group|Phaser.Sprite} [object] - An optional Sprite or Group to apply the Collision Group to. If a Group is given it will be applied to all top-level children.
      * @protected
      */
      createCollisionGroup: function (object) {
  
          var bitmask = Math.pow(2, this._collisionGroupID);
  
          if (this._wallShapes[0])
          {
              this._wallShapes[0].collisionMask = this._wallShapes[0].collisionMask | bitmask;
          }
  
          if (this._wallShapes[1])
          {
              this._wallShapes[1].collisionMask = this._wallShapes[1].collisionMask | bitmask;
          }
  
          if (this._wallShapes[2])
          {
              this._wallShapes[2].collisionMask = this._wallShapes[2].collisionMask | bitmask;
          }
  
          if (this._wallShapes[3])
          {
              this._wallShapes[3].collisionMask = this._wallShapes[3].collisionMask | bitmask;
          }
  
          this._collisionGroupID++;
  
          var group = new Phaser.Physics.P2.CollisionGroup(bitmask);
  
          this.collisionGroups.push(group);
  
          if (object)
          {
              this.setCollisionGroup(object, group);
          }
  
          return group;
  
      },
  
      /**
      * Sets the given CollisionGroup to be the collision group for all shapes in this Body, unless a shape is specified.
      * Note that this resets the collisionMask and any previously set groups. See Body.collides() for appending them.
      *
      * @method Phaser.Physics.P2y#setCollisionGroup
      * @param {Phaser.Group|Phaser.Sprite} object - A Sprite or Group to apply the Collision Group to. If a Group is given it will be applied to all top-level children.
      * @param {Phaser.Physics.CollisionGroup} group - The Collision Group that this Bodies shapes will use.
      */
      setCollisionGroup: function (object, group) {
  
          if (object instanceof Phaser.Group)
          {
              for (var i = 0; i < object.total; i++)
              {
                  if (object.children[i]['body'] && object.children[i]['body'].type === Phaser.Physics.P2JS)
                  {
                      object.children[i].body.setCollisionGroup(group);
                  }
              }
          }
          else
          {
              object.body.setCollisionGroup(group);
          }
  
      },
  
      /**
      * Creates a spring, connecting two bodies. A spring can have a resting length, a stiffness and damping.
      *
      * @method Phaser.Physics.P2#createSpring
      * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body.
      * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body.
      * @param {number} [restLength=1] - Rest length of the spring. A number > 0.
      * @param {number} [stiffness=100] - Stiffness of the spring. A number >= 0.
      * @param {number} [damping=1] - Damping of the spring. A number >= 0.
      * @param {number} [restLength=1] - Rest length of the spring. A number > 0.
      * @param {number} [stiffness=100] - Stiffness of the spring. A number >= 0.
      * @param {number} [damping=1] - Damping of the spring. A number >= 0.
      * @param {Array} [worldA] - Where to hook the spring to body A in world coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].
      * @param {Array} [worldB] - Where to hook the spring to body B in world coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].
      * @param {Array} [localA] - Where to hook the spring to body A in local body coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].
      * @param {Array} [localB] - Where to hook the spring to body B in local body coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].
      * @return {Phaser.Physics.P2.Spring} The spring
      */
      createSpring: function (bodyA, bodyB, restLength, stiffness, damping, worldA, worldB, localA, localB) {
  
          bodyA = this.getBody(bodyA);
          bodyB = this.getBody(bodyB);
  
          if (!bodyA || !bodyB)
          {
              console.warn('Cannot create Spring, invalid body objects given');
          }
          else
          {
              return this.addSpring(new Phaser.Physics.P2.Spring(this, bodyA, bodyB, restLength, stiffness, damping, worldA, worldB, localA, localB));
          }
  
      },
  
      /**
      * Creates a new Body and adds it to the World.
      *
      * @method Phaser.Physics.P2#createBody
      * @param {number} x - The x coordinate of Body.
      * @param {number} y - The y coordinate of Body.
      * @param {number} mass - The mass of the Body. A mass of 0 means a 'static' Body is created.
      * @param {boolean} [addToWorld=false] - Automatically add this Body to the world? (usually false as it won't have any shapes on construction).
      * @param {object} options - An object containing the build options:
      * @param {boolean} [options.optimalDecomp=false] - Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices.
      * @param {boolean} [options.skipSimpleCheck=false] - Set to true if you already know that the path is not intersecting itself.
      * @param {boolean|number} [options.removeCollinearPoints=false] - Set to a number (angle threshold value) to remove collinear points, or false to keep all points.
      * @param {(number[]|...number)} points - An array of 2d vectors that form the convex or concave polygon.
      *                                       Either [[0,0], [0,1],...] or a flat array of numbers that will be interpreted as [x,y, x,y, ...],
      *                                       or the arguments passed can be flat x,y values e.g. `setPolygon(options, x,y, x,y, x,y, ...)` where `x` and `y` are numbers.
      * @return {Phaser.Physics.P2.Body} The body
      */
      createBody: function (x, y, mass, addToWorld, options, data) {
  
          if (typeof addToWorld === 'undefined') { addToWorld = false; }
  
          var body = new Phaser.Physics.P2.Body(this.game, null, x, y, mass);
  
          if (data)
          {
              var result = body.addPolygon(options, data);
  
              if (!result)
              {
                  return false;
              }
          }
  
          if (addToWorld)
          {
              this.world.addBody(body.data);
          }
  
          return body;
  
      },
  
      /**
      * Creates a new Particle and adds it to the World.
      *
      * @method Phaser.Physics.P2#createParticle
      * @param {number} x - The x coordinate of Body.
      * @param {number} y - The y coordinate of Body.
      * @param {number} mass - The mass of the Body. A mass of 0 means a 'static' Body is created.
      * @param {boolean} [addToWorld=false] - Automatically add this Body to the world? (usually false as it won't have any shapes on construction).
      * @param {object} options - An object containing the build options:
      * @param {boolean} [options.optimalDecomp=false] - Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices.
      * @param {boolean} [options.skipSimpleCheck=false] - Set to true if you already know that the path is not intersecting itself.
      * @param {boolean|number} [options.removeCollinearPoints=false] - Set to a number (angle threshold value) to remove collinear points, or false to keep all points.
      * @param {(number[]|...number)} points - An array of 2d vectors that form the convex or concave polygon.
      *                                       Either [[0,0], [0,1],...] or a flat array of numbers that will be interpreted as [x,y, x,y, ...],
      *                                       or the arguments passed can be flat x,y values e.g. `setPolygon(options, x,y, x,y, x,y, ...)` where `x` and `y` are numbers.
      */
      createParticle: function (x, y, mass, addToWorld, options, data) {
  
          if (typeof addToWorld === 'undefined') { addToWorld = false; }
  
          var body = new Phaser.Physics.P2.Body(this.game, null, x, y, mass);
  
          if (data)
          {
              var result = body.addPolygon(options, data);
  
              if (!result)
              {
                  return false;
              }
          }
  
          if (addToWorld)
          {
              this.world.addBody(body.data);
          }
  
          return body;
  
      },
  
      /**
      * Converts all of the polylines objects inside a Tiled ObjectGroup into physics bodies that are added to the world.
      * Note that the polylines must be created in such a way that they can withstand polygon decomposition.
      *
      * @method Phaser.Physics.P2#convertCollisionObjects
      * @param {Phaser.Tilemap} map - The Tilemap to get the map data from.
      * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on. If not given will default to map.currentLayer.
      * @param {boolean} [addToWorld=true] - If true it will automatically add each body to the world.
      * @return {array} An array of the Phaser.Physics.Body objects that have been created.
      */
      convertCollisionObjects: function (map, layer, addToWorld) {
  
          if (typeof addToWorld === 'undefined') { addToWorld = true; }
  
          var output = [];
  
          for (var i = 0, len = map.collision[layer].length; i < len; i++)
          {
              // name: json.layers[i].objects[v].name,
              // x: json.layers[i].objects[v].x,
              // y: json.layers[i].objects[v].y,
              // width: json.layers[i].objects[v].width,
              // height: json.layers[i].objects[v].height,
              // visible: json.layers[i].objects[v].visible,
              // properties: json.layers[i].objects[v].properties,
              // polyline: json.layers[i].objects[v].polyline
  
              var object = map.collision[layer][i];
  
              var body = this.createBody(object.x, object.y, 0, addToWorld, {}, object.polyline);
  
              if (body)
              {
                  output.push(body);
              }
  
          }
  
          return output;
  
      },
  
      /**
      * Clears all physics bodies from the given TilemapLayer that were created with `World.convertTilemap`.
      *
      * @method Phaser.Physics.P2#clearTilemapLayerBodies
      * @param {Phaser.Tilemap} map - The Tilemap to get the map data from.
      * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on. If not given will default to map.currentLayer.
      */
      clearTilemapLayerBodies: function (map, layer) {
  
          layer = map.getLayer(layer);
  
          var i = map.layers[layer].bodies.length;
  
          while (i--)
          {
              map.layers[layer].bodies[i].destroy();
          }
  
          map.layers[layer].bodies.length = [];
  
      },
  
      /**
      * Goes through all tiles in the given Tilemap and TilemapLayer and converts those set to collide into physics bodies.
      * Only call this *after* you have specified all of the tiles you wish to collide with calls like Tilemap.setCollisionBetween, etc.
      * Every time you call this method it will destroy any previously created bodies and remove them from the world.
      * Therefore understand it's a very expensive operation and not to be done in a core game update loop.
      *
      * @method Phaser.Physics.P2#convertTilemap
      * @param {Phaser.Tilemap} map - The Tilemap to get the map data from.
      * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on. If not given will default to map.currentLayer.
      * @param {boolean} [addToWorld=true] - If true it will automatically add each body to the world, otherwise it's up to you to do so.
      * @param {boolean} [optimize=true] - If true adjacent colliding tiles will be combined into a single body to save processing. However it means you cannot perform specific Tile to Body collision responses.
      * @return {array} An array of the Phaser.Physics.P2.Body objects that were created.
      */
      convertTilemap: function (map, layer, addToWorld, optimize) {
  
          layer = map.getLayer(layer);
  
          if (typeof addToWorld === 'undefined') { addToWorld = true; }
          if (typeof optimize === 'undefined') { optimize = true; }
  
          //  If the bodies array is already populated we need to nuke it
          this.clearTilemapLayerBodies(map, layer);
  
          var width = 0;
          var sx = 0;
          var sy = 0;
  
          for (var y = 0, h = map.layers[layer].height; y < h; y++)
          {
              width = 0;
  
              for (var x = 0, w = map.layers[layer].width; x < w; x++)
              {
                  var tile = map.layers[layer].data[y][x];
  
                  if (tile)
                  {
                      if (optimize)
                      {
                          var right = map.getTileRight(layer, x, y);
  
                          if (width === 0)
                          {
                              sx = tile.x * tile.width;
                              sy = tile.y * tile.height;
                              width = tile.width;
                          }
  
                          if (right && right.collides)
                          {
                              width += tile.width;
                          }
                          else
                          {
                              var body = this.createBody(sx, sy, 0, false);
  
                              body.addRectangle(width, tile.height, width / 2, tile.height / 2, 0);
  
                              if (addToWorld)
                              {
                                  this.addBody(body);
                              }
  
                              map.layers[layer].bodies.push(body);
  
                              width = 0;
                          }
                      }
                      else
                      {
                          var body = this.createBody(tile.x * tile.width, tile.y * tile.height, 0, false);
  
                          body.addRectangle(tile.width, tile.height, tile.width / 2, tile.height / 2, 0);
  
                          if (addToWorld)
                          {
                              this.addBody(body);
                          }
  
                          map.layers[layer].bodies.push(body);
                      }
                  }
              }
          }
  
          return map.layers[layer].bodies;
  
      },
  
      /**
      * Convert p2 physics value (meters) to pixel scale.
      * By default Phaser uses a scale of 20px per meter.
      * If you need to modify this you can over-ride these functions via the Physics Configuration object.
      *
      * @method Phaser.Physics.P2#mpx
      * @param {number} v - The value to convert.
      * @return {number} The scaled value.
      */
      mpx: function (v) {
  
          return v *= 20;
  
      },
  
      /**
      * Convert pixel value to p2 physics scale (meters).
      * By default Phaser uses a scale of 20px per meter.
      * If you need to modify this you can over-ride these functions via the Physics Configuration object.
      *
      * @method Phaser.Physics.P2#pxm
      * @param {number} v - The value to convert.
      * @return {number} The scaled value.
      */
      pxm: function (v) {
  
          return v * 0.05;
  
      },
  
      /**
      * Convert p2 physics value (meters) to pixel scale and inverses it.
      * By default Phaser uses a scale of 20px per meter.
      * If you need to modify this you can over-ride these functions via the Physics Configuration object.
      *
      * @method Phaser.Physics.P2#mpxi
      * @param {number} v - The value to convert.
      * @return {number} The scaled value.
      */
      mpxi: function (v) {
  
          return v *= -20;
  
      },
  
      /**
      * Convert pixel value to p2 physics scale (meters) and inverses it.
      * By default Phaser uses a scale of 20px per meter.
      * If you need to modify this you can over-ride these functions via the Physics Configuration object.
      *
      * @method Phaser.Physics.P2#pxmi
      * @param {number} v - The value to convert.
      * @return {number} The scaled value.
      */
      pxmi: function (v) {
  
          return v * -0.05;
  
      }
  
  };
  
  /**
  * @name Phaser.Physics.P2#friction
  * @property {number} friction - Friction between colliding bodies. This value is used if no matching ContactMaterial is found for a Material pair.
  */
  Object.defineProperty(Phaser.Physics.P2.prototype, "friction", {
  
      get: function () {
  
          return this.world.defaultFriction;
  
      },
  
      set: function (value) {
  
          this.world.defaultFriction = value;
  
      }
  
  });
  
  /**
  * @name Phaser.Physics.P2#restituion
  * @property {number} restitution - Default coefficient of restitution between colliding bodies. This value is used if no matching ContactMaterial is found for a Material pair.
  */
  Object.defineProperty(Phaser.Physics.P2.prototype, "restituion", {
  
      get: function () {
  
          return this.world.defaultRestitution;
  
      },
  
      set: function (value) {
  
          this.world.defaultRestitution = value;
  
      }
  
  });
  
  /**
  * @name Phaser.Physics.P2#applySpringForces
  * @property {boolean} applySpringForces - Enable to automatically apply spring forces each step.
  */
  Object.defineProperty(Phaser.Physics.P2.prototype, "applySpringForces", {
  
      get: function () {
  
          return this.world.applySpringForces;
  
      },
  
      set: function (value) {
  
          this.world.applySpringForces = value;
  
      }
  
  });
  
  /**
  * @name Phaser.Physics.P2#applyDamping
  * @property {boolean} applyDamping - Enable to automatically apply body damping each step.
  */
  Object.defineProperty(Phaser.Physics.P2.prototype, "applyDamping", {
  
      get: function () {
  
          return this.world.applyDamping;
  
      },
  
      set: function (value) {
  
          this.world.applyDamping = value;
  
      }
  
  });
  
  /**
  * @name Phaser.Physics.P2#applyGravity
  * @property {boolean} applyGravity - Enable to automatically apply gravity each step.
  */
  Object.defineProperty(Phaser.Physics.P2.prototype, "applyGravity", {
  
      get: function () {
  
          return this.world.applyGravity;
  
      },
  
      set: function (value) {
  
          this.world.applyGravity = value;
  
      }
  
  });
  
  /**
  * @name Phaser.Physics.P2#solveConstraints
  * @property {boolean} solveConstraints - Enable/disable constraint solving in each step.
  */
  Object.defineProperty(Phaser.Physics.P2.prototype, "solveConstraints", {
  
      get: function () {
  
          return this.world.solveConstraints;
  
      },
  
      set: function (value) {
  
          this.world.solveConstraints = value;
  
      }
  
  });
  
  /**
  * @name Phaser.Physics.P2#time
  * @property {boolean} time - The World time.
  * @readonly
  */
  Object.defineProperty(Phaser.Physics.P2.prototype, "time", {
  
      get: function () {
  
          return this.world.time;
  
      }
  
  });
  
  /**
  * @name Phaser.Physics.P2#emitImpactEvent
  * @property {boolean} emitImpactEvent - Set to true if you want to the world to emit the "impact" event. Turning this off could improve performance.
  */
  Object.defineProperty(Phaser.Physics.P2.prototype, "emitImpactEvent", {
  
      get: function () {
  
          return this.world.emitImpactEvent;
  
      },
  
      set: function (value) {
  
          this.world.emitImpactEvent = value;
  
      }
  
  });
  
  /**
  * @name Phaser.Physics.P2#enableBodySleeping
  * @property {boolean} enableBodySleeping - Enable / disable automatic body sleeping.
  */
  Object.defineProperty(Phaser.Physics.P2.prototype, "enableBodySleeping", {
  
      get: function () {
  
          return this.world.enableBodySleeping;
  
      },
  
      set: function (value) {
  
          this.world.enableBodySleeping = value;
  
      }
  
  });
  
  /**
  * @name Phaser.Physics.P2#total
  * @property {number} total - The total number of bodies in the world.
  * @readonly
  */
  Object.defineProperty(Phaser.Physics.P2.prototype, "total", {
  
      get: function () {
  
          return this.world.bodies.length;
  
      }
  
  });
  