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

name : string A name for this group. Not used internally but useful for debugging.

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

moveDown(speed) If this Body is dynamic then this will move it down by setting its y velocity to the given speed.The speed is

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

customSort(sortHandler, context) Sort the children in the group according to custom sort function.

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

new RevoluteConstraint(world, bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot)

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

game : Phaser.Game Local reference to game.

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

beginContactHandler(event) Handles a p2 begin contact event. Parameters

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

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups

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