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

new InversePointProxy(world, destination) A InversePointProxy is an internal class that allows for direct getter/setter style property

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

getFirstExists(exists, createIfNull, x, y,

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

mpxi(v) → {number} Convert p2 physics value (meters) to pixel scale and inverses it.By default

2025-01-10 15:47:30
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

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

ppu : number Pixels per Length Unit. Source code:

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

setAllChildren(key, value, checkAlive, checkVisible, operation,

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

game : Phaser.Game Local reference to game.

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

new Body(game, sprite, x, y, mass)

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

filter(predicate, checkExists) → {Phaser

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

dirty : boolean Internally used by Sprite.x/y Source code:

2025-01-10 15:47:30