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

getFirstAlive(createIfNull, x, y, key,

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

createLockConstraint(bodyA, bodyB, offset, angle, maxForce)

2025-01-10 15:47:30
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

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

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group.

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

[readonly] physicsType : number The const physics body type of this object.

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

moveRight(speed) If this Body is dynamic then this will move it to the right by setting its x velocity to the given speed.The

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

align(width, height, cellWidth, cellHeight, position, offset) → {boolean}

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

createMultiple(quantity, key, frame, exists) → {array}

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

pause() Pauses the P2 World independent of the game pause state. Source code:

2025-01-10 15:47:30