Function RigidBody2D.applyImpulse

Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts (use the "force" functions otherwise). The position uses the rotation of the global coordinate system, but is centered at the object's origin.

void applyImpulse (
  const(Vector2) offset,
  const(Vector2) impulse
) nothrow @nogc;