场景的Arcade物理系统一览
根据官方文档的目录整理,重新分组、排序。
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* [ArcadePhysics](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html)
    场景层的Arcade物理系统
    快捷引用:`Scene.physics`
    * [new ArcadePhysics(scene)](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#ArcadePhysics)
    * [**Members:**](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#toc3)
        * [add :Phaser.Physics.Arcade.Factory](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#add)
            Arcade物理系统的工厂类
            可以快捷地生成开启了物理系统的游戏对象
            并加入物理世界中
        * [world :Phaser.Physics.Arcade.World](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#world)
            场景层的物理世界
            快捷引用:`Scene.physics.world`
            负责生成、管理、碰撞、更新它里面的所有物体(body)
            参见[场景Arcade物理世界一览](https://blog.xiiigame.com//2021-04-15-场景Arcade物理世界一览)
    * [**Methods:**](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#toc9)
        * [accelerateTo(gameObject, x, y [, speed] [, xSpeedMax] [, ySpeedMax])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#accelerateTo)
            加速移向某点
        * [accelerateToObject(gameObject, destination [, speed] [, xSpeedMax] [, ySpeedMax])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#accelerateToObject)
            加速移向某对象
        * [moveTo(gameObject, x, y [, speed] [, maxTime])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#moveTo)
            使对象向指定坐标匀速移动
        * [moveToObject(gameObject, destination [, speed] [, maxTime])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#moveToObject)
            使对象向指定对象匀速移动
        * [closest(source [, targets])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#closest)
            获取最近的对象或物体
        * [furthest(source [, targets])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#furthest)
            获取最远的对象或物体
        * [collide(object1 [, object2] [, collideCallback] [, processCallback] [, callbackContext])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#collide)
            检测组内或组间碰撞
        * [collideTiles(sprite, tiles [, collideCallback] [, processCallback] [, callbackContext])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#collideTiles)
            检测单个精灵与瓷砖组的碰撞
        * [overlap(object1 [, object2] [, collideCallback] [, processCallback] [, callbackContext])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#overlap)
            重叠检测
        * [overlapTiles(sprite, tiles [, collideCallback] [, processCallback] [, callbackContext])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#overlapTiles)
            检测单个精灵与瓷砖组的重叠
        * [overlapCirc(x, y, radius [, includeDynamic] [, includeStatic])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#overlapCirc)
            获取与圆形区域重叠的对象
        * [overlapRect(x, y, width, height [, includeDynamic] [, includeStatic])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#overlapRect)
            获取与方形区域重叠的对象
        * [velocityFromAngle(angle [, speed] [, vec2])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#velocityFromAngle)
            根据角度和速度计算速率(velocity)向量 
        * [velocityFromRotation(rotation [, speed] [, vec2])](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#velocityFromRotation)
            根据弧度和速度计算速率(velocity)向量 
        * [pause()](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#pause)
            暂停物理系统的模拟
        * [resume()](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#resume)
            继续物理系统的模拟
        * [shutdown()](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#shutdown)
            场景关闭时关闭物理系统,清除、重置内部属性
        * [destroy()](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#destroy)
            场景销毁时销毁物理系统,销毁外部引用
        * [disableUpdate()](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#disableUpdate)
            停止世界的自动更新`World.update`
        * [enableUpdate()](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#enableUpdate)
            开启世界的自动更新`World.update`
        * [scene :Phaser.Scene](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#scene)
        * [systems :Phaser.Scenes.Systems](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#systems)
        * [config :Phaser.Types.Physics.Arcade.ArcadeWorldConfig](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#config)
        * [getConfig()](https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.ArcadePhysics.html#getConfig)