Physics.P2.RevoluteConstraint#world

world : Phaser.Physics.P2 Local reference to P2 World. Source code: physics/p2/RevoluteConstraint.js (Line 34)

Physics.P2.RotationalSpring#data

data :p2.RotationalSpring The actual p2 spring object. Source code: physics/p2/RotationalSpring.js (Line 49)

Physics.P2.RotationalSpring#game

game : Phaser.Game Local reference to game. Source code: physics/p2/RotationalSpring.js (Line 24)

Physics.P2.RotationalSpring#RotationalSpring

new RotationalSpring(world, bodyA, bodyB, restAngle, stiffness, damping) Creates a rotational spring, connecting two bodies. A spring can have a resting length, a stiffness and damping. 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. restAngle number <optional> The relative angle of bodies at which the spring is at rest. If not given, it

Physics.P2.RotationalSpring#world

world : Phaser.Physics.P2 Local reference to P2 World. Source code: physics/p2/RotationalSpring.js (Line 29)

Physics.P2.Spring#data

data :p2.LinearSpring The actual p2 spring object. Source code: physics/p2/Spring.js (Line 70)

Physics.P2.Spring#game

game : Phaser.Game Local reference to game. Source code: physics/p2/Spring.js (Line 28)

Physics.P2.Spring#Spring

new Spring(world, bodyA, bodyB, restLength, stiffness, damping, worldA, worldB, localA, localB) Creates a linear spring, connecting two bodies. A spring can have a resting length, a stiffness and damping. 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. restLength number <optional> 1 Rest length of the spring. A number > 0. stiffness

Physics.P2.Spring#world

world : Phaser.Physics.P2 Local reference to P2 World. Source code: physics/p2/Spring.js (Line 33)

Physics.P2JS

[static] P2JS : number Source code: physics/Physics.js (Line 79)