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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

2025-01-10 15:47:30
Physics.P2.Material#Material
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Material

new Material(name) A P2 Material. \o/ ~ "Because I'm a Material girl" Parameters

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

updateCollisionMask(shape) Updates the collisionMask. Parameters

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

[readonly] cursorIndex : integer The current index of the Group cursor. Advance it with Group

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

[readonly] id : number The Body ID. Each Body that has been added to the World has a unique

2025-01-10 15:47:30
Physics.P2.BodyDebug#swapChildren()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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Physics.P2.Spring#data
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Spring

data :p2.LinearSpring The actual p2 spring object. Source code:

2025-01-10 15:47:30
Physics.P2.BodyDebug#y
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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