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

convertCollisionObjects(map, layer, addToWorld) → {array}

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

getRandom(startIndex, length) → {any} Returns

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

world : Phaser.Physics.P2 Local

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

onEndContact : Phaser.Signal Dispatched when contact

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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

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

getFirstDead(createIfNull, x, y, key,

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Physics.P2.LockConstraint#world
  • References/Game Development/Phaser/P2 Physics/Physics.P2.LockConstraint

world : Phaser.Physics.P2 Local

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

allowSleep : boolean - Source code:

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

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

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

getChildAt(index) → {DisplayObject}

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