Physics.P2.PointProxy#mx

mx : number The x property of this PointProxy get and set in meters. Source code: physics/p2/PointProxy.js (Line 64)

Physics.P2.PointProxy#my

my : number The x property of this PointProxy get and set in meters. Source code: physics/p2/PointProxy.js (Line 84)

Physics.P2.PointProxy#PointProxy

new PointProxy(world, destination) A PointProxy is an internal class that allows for direct getter/setter style property access to Arrays and TypedArrays. Parameters Name Type Description world Phaser.Physics.P2 A reference to the P2 World. destination any The object to bind to. Source code: physics/p2/PointProxy.js (Line 15)

Physics.P2.PointProxy#x

x : number The x property of this PointProxy get and set in pixels. Source code: physics/p2/PointProxy.js (Line 24)

Physics.P2.PointProxy#y

y : number The y property of this PointProxy get and set in pixels. Source code: physics/p2/PointProxy.js (Line 44)

Physics.P2.PrismaticConstraint#game

game : Phaser.Game Local reference to game. Source code: physics/p2/PrismaticConstraint.js (Line 32)

Physics.P2.PrismaticConstraint#PrismaticConstraint

new PrismaticConstraint(world, bodyA, bodyB, lockRotation, anchorA, anchorB, axis, maxForce) Connects two bodies at given offset points, letting them rotate relative to each other around this point. Parameters Name Type Argument Default Description world Phaser.Physics.P2 A reference to the P2 World. bodyA p2.Body First connected body. bodyB p2.Body Second connected body. lockRotation boolean <optional> true If set to false, bodyB will be free to rotate around it

Physics.P2.PrismaticConstraint#world

world : Phaser.Physics.P2 Local reference to P2 World. Source code: physics/p2/PrismaticConstraint.js (Line 37)

Physics.P2.RevoluteConstraint#game

game : Phaser.Game Local reference to game. Source code: physics/p2/RevoluteConstraint.js (Line 29)

Physics.P2.RevoluteConstraint#RevoluteConstraint

new RevoluteConstraint(world, bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot) Connects two bodies at given offset points, letting them rotate relative to each other around this point.The pivot points are given in world (pixel) coordinates. Parameters Name Type Argument Default Description world Phaser.Physics.P2 A reference to the P2 World. bodyA p2.Body First connected body. pivotA Float32Array The point relative to the center of mass of bodyA which bodyA is constraine