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

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

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

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

getFirstExists(exists, createIfNull, x, y,

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

removeAll(destroy, silent, destroyTexture) Removes

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

getGroup(groupID) Accessor to get a group of fixtures by its group index. Parameters

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

createPrismaticConstraint(bodyA, bodyB, lockRotation, anchorA, anchorB,

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

bottom : number The bottom coordinate of this Group. It is derived by calling getBounds, calculating the Groups

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

hitTest(worldPoint, bodies, precision, filterStatic)

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

createBody(x, y, mass, addToWorld, options, points) → {

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

callbackContext : Object The context under which the callbacks are fired. Source

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