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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

createGearConstraint(bodyA, bodyB, angle, ratio) → {

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

mx : number The x property of this InversePointProxy get and set in meters. Source

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

thrustRight(speed) Applies a force to the Body that causes it to 'thrust' to the right, based on its current angle and the given speed

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

hitTest(worldPoint, bodies, precision, filterStatic)

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

setMaterial(material, shape) Adds the given Material to all Shapes that belong to this Body.If you

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

type : number The type of physics system this body belongs to. Source code:

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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

sleepMode : number How to deactivate bodies during simulation. Possible modes are: World.NO_SLEEPING, World.BODY_SLEEPING and World

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

getFirstAlive(createIfNull, x, y, key,

2025-01-10 15:47:30