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

addMultiple(children, silent) → {Array.<

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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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

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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

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

getBottom() → {any} Returns the child at the bottom of this group. The bottom child the child

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

onBeginContact : Phaser.Signal This Signal is dispatched

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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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