Body Controls

class Example extends Phaser.Scene
{
    sprite;

    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
        this.load.image('mushroom', 'assets/sprites/mushroom2.png');
        this.load.image('block', 'assets/sprites/atari800.png');
    }

    create ()
    {
        this.sprite = this.physics.add.image(400, 300, 'mushroom')
            .setBounce(1, 1)
            .setVelocityX(300);

        const block = this.physics.add.staticImage(400, 450, 'block');

        this.physics.add.collider(this.sprite, block);

        this.createBodyGui(this.sprite.body);
    }

    update ()
    {
        this.physics.world.wrap(this.sprite);
    }

    createBodyGui (body)
    {
        const gui = new dat.GUI({ width: 600 });

        gui.add(body, 'allowDrag');
        gui.add(body, 'allowGravity');
        gui.add(body, 'allowRotation');
        gui.add(body, 'angularAcceleration', -360, 360, 5);
        gui.add(body, 'angularVelocity', -360, 360, 5);
        gui.add(body, 'collideWorldBounds');
        gui.add(body, 'debugShowBody');
        gui.add(body, 'debugShowVelocity');
        gui.add(body, 'enable');
        gui.add(body, 'immovable');
        gui.add(body, 'isCircle');
        gui.add(body, 'mass', 0.1, 10, 0.1);
        gui.add(body, 'moves');
        gui.add(body, 'useDamping');
        gui.addColor(body, 'debugBodyColor');

        this.createVectorGui(gui, 'acceleration', body.acceleration, -600, 600, 10);
        this.createVectorGui(gui, 'bounce', body.bounce, 0, 1, 0.1);
        this.createVectorGui(gui, 'deltaMax', body.deltaMax, 0, 60, 1);
        this.createVectorGui(gui, 'drag', body.drag, 0, 60, 0.1);
        this.createVectorGui(gui, 'friction', body.friction, 0, 1, 0.05);
        this.createVectorGui(gui, 'gravity', body.gravity, -600, 600, 10);
        this.createVectorGui(gui, 'maxVelocity', body.maxVelocity, 0, 10000, 100);
        this.createVectorGui(gui, 'velocity', body.velocity, -600, 600, 10);

        const check = gui.addFolder('checkCollision');
        check.add(body.checkCollision, 'left');
        check.add(body.checkCollision, 'up');
        check.add(body.checkCollision, 'right');
        check.add(body.checkCollision, 'down');

        return gui;
    }

    createVectorGui (gui, name, vector, min, max, step)
    {
        const folder = gui.addFolder(name);

        folder.add(vector, 'x', min, max, step);
        folder.add(vector, 'y', min, max, step);

        return folder;
    }
}

const config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    parent: 'phaser-example',
    physics: {
        default: 'arcade',
        arcade: { debug: true }
    },
    scene: Example
};

const game = new Phaser.Game(config);