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

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

body : Phaser.Physics.P2.Body

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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Physics.P2.DistanceConstraint#game
  • References/Game Development/Phaser/P2 Physics/Physics.P2.DistanceConstraint

game : Phaser.Game Local reference to game.

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

getFirstExists(exists, createIfNull, x, y,

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

setZeroVelocity() If this Body is dynamic then this will zero its velocity on both axis. Source

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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#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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