Physics.P2.BodyDebug#centerY
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

centerY : number The center y coordinate of this Group. It is derived by calling getBounds, calculating the

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

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

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

game : Phaser.Game Local reference to game.

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

onEndContact : Phaser.Signal This Signal is dispatched

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

getContactMaterial(materialA, materialB) → {

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

getFirstDead(createIfNull, x, y, key,

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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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