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with Phaser 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corner settings for collision pulling.\r\n\r\nFor example, `bottomLeft` would pull in the case of these collision vectors (facing in): `overlapN.x < 0  && overlapN.y > 0`.\r\n\r\nThis allows, in the example of a platformer with gravity, to pull a body into slopes but not on flat surfaces below (i.e. `pull.bottomLeft`, `pull.bottomRight`, but not `pull.down`).\r\n\r\nIdeally for 0.1.1, but 0.2.0 would be fine."}}
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