new RevoluteConstraint(world, bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot)
createBodyCallback(object, callback, callbackContext) Sets a callback to be fired any time a shape in this Body impacts with a shape
beginContactHandler(event) Handles a p2 begin contact event. Parameters
[readonly] total : number The total number of bodies in the world.
mx : number The x property of this InversePointProxy get and set in meters. Source
new Spring(world, bodyA, bodyB, restLength, stiffness, damping, worldA
onChildInputUp : Phaser.Signal This Signal is dispatched
data :p2.LinearSpring The actual p2 spring object. Source code:
collides(group, callback, callbackContext, shape)
sleepMode : number How to deactivate bodies during simulation. Possible modes are: World.NO_SLEEPING, World.BODY_SLEEPING and World
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