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

createBodyCallback(object, callback, callbackContext) Sets a callback to be fired any time a shape in this Body impacts with a shape

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

[readonly] total : number The total number of bodies in the world.

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Physics.P2.InversePointProxy#mx
  • References/Game Development/Phaser/P2 Physics/Physics.P2.InversePointProxy

mx : number The x property of this InversePointProxy get and set in meters. Source

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

new Spring(world, bodyA, bodyB, restLength, stiffness, damping, worldA

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

onChildInputUp : Phaser.Signal This Signal is dispatched

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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:

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

collides(group, callback, callbackContext, shape)

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

sleepMode : number How to deactivate bodies during simulation. Possible modes are: World.NO_SLEEPING, World.BODY_SLEEPING and World

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