arcade physics/body enable

 
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });

function preload() {

	game.load.spritesheet('gameboy', 'assets/sprites/gameboy_seize_color_40x60.png', 40, 60);

}

var sprite;
var sprite2;

function create() {

    game.physics.startSystem(Phaser.Physics.ARCADE);

	game.stage.backgroundColor = '#124184';

	sprite = game.add.sprite(300, 0, 'gameboy', 2);
	sprite2 = game.add.sprite(300, 400, 'gameboy', 3);

	game.physics.arcade.enable([sprite, sprite2]);

	game.physics.arcade.gravity.y = 200;

	sprite.body.bounce.y = 0.95;
	sprite.body.collideWorldBounds = true;

	sprite2.body.allowGravity = false;
	sprite2.body.immovable = true;

	game.input.onDown.add(toggleBody, this);

}

function toggleBody() {

	//	Here we simply disable the body entirely
	//	This stops all motion and collision checks against it
	//	without actually destroying the body object itself.

	if (sprite2.body.enable)
	{
		sprite2.body.enable = false;
	}
	else
	{
		sprite2.body.enable = true;
	}

}

function update() {

	game.physics.arcade.collide(sprite, sprite2);

}

function render() {

	game.debug.text('Click to disable body1', 32, 32);

	if (sprite2.body.enable)
	{
	    game.debug.body(sprite2);
	}

}