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

getBody(object) → {p2.Body} Checks the given object to see if it has a p2.Body and if so returns

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

contactMaterial :p2.ContactMaterial The default Contact Material being used by the World.

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

onBeginContact : Phaser.Signal This Signal is dispatched

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Physics.P2.PointProxy#my
  • References/Game Development/Phaser/P2 Physics/Physics.P2.PointProxy

my : number The x property of this PointProxy get and set in meters. Source

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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

world : Phaser.Physics.P2 Local

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Physics.P2.Spring#data
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Spring

data :p2.LinearSpring The actual p2 spring object. Source code:

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

clearShapes() Removes all Shapes from this Body. Source code:

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

ppu : number Pixels per Length Unit. Source code:

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

shapeChanged() Updates the debug draw if any body shapes change. Source code:

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