Physics.P2.BodyDebug#getRandom()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

getRandom(startIndex, length) → {any} Returns

2025-01-10 15:47:30
Physics.P2.FixtureList#getFixtureByKey()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.FixtureList

getFixtureByKey(key) Accessor to get either a single fixture by its key. Parameters

2025-01-10 15:47:30
Physics.P2.LockConstraint#world
  • References/Game Development/Phaser/P2 Physics/Physics.P2.LockConstraint

world : Phaser.Physics.P2 Local

2025-01-10 15:47:30
Physics.P2.Body#allowSleep
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

allowSleep : boolean - Source code:

2025-01-10 15:47:30
Physics.P2.BodyDebug#getClosestTo()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

getClosestTo(object, callback, callbackContext) → {any}

2025-01-10 15:47:30
Physics.P2.BodyDebug#getChildAt()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

getChildAt(index) → {DisplayObject}

2025-01-10 15:47:30
Physics.P2.PointProxy#y
  • References/Game Development/Phaser/P2 Physics/Physics.P2.PointProxy

y : number The y property of this PointProxy get and set in pixels. Source

2025-01-10 15:47:30
Physics.P2#convertTilemap()
  • References/Game Development/Phaser/P2 Physics/Physics.P2

convertTilemap(map, layer, addToWorld, optimize)

2025-01-10 15:47:30
Physics.P2.Body#moveForward()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

moveForward(speed) Moves the Body forwards based on its current angle and the given speed.The speed is represented in pixels per

2025-01-10 15:47:30
Physics.P2.FixtureList#getFixtures()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.FixtureList

getFixtures(keys) Accessor to get either a list of specified fixtures by key or the whole fixture list Parameters

2025-01-10 15:47:30