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

callAll(method, context, args) Calls a function, specified by name, on all on children. The function

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Physics.P2.Body#debug
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

debug : boolean Enable or disable debug drawing of this body Source code:

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Physics.P2.Body#toLocalFrame()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

toLocalFrame(out, worldPoint) Transform a world point to local body frame. Parameters

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Physics.P2.Body#clearCollision()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

clearCollision(clearGroup, clearMask, shape)

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Physics.P2#frameRate
  • References/Game Development/Phaser/P2 Physics/Physics.P2

frameRate : number The frame rate the world will be stepped at. Defaults to 1 / 60, but you can change here. Also see useElapsedTime

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Physics.P2.FixtureList#setMaterial()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.FixtureList

setMaterial(material, fixtureKey) Parameters Name Type Description

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

divideAll(property, amount, checkAlive, checkVisible) Divides the given property by the amount on all children in this group. Group

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

getChildAt(index) → {DisplayObject}

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Physics.P2.FixtureList#parse()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.FixtureList

parse() Parser for the output of Phaser.Physics.P2.Body#addPhaserPolygon Source

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Physics.P2.FixtureList#setMask()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.FixtureList

setMask(bit, fixtureKey) Parameters Name Type Description

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