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

mpxi(v) → {number} Convert p2 physics value (meters) to pixel scale and inverses it.By default

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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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.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

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

type : number The type of physics system this body belongs to. Source code:

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