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

preUpdate() Called at the start of the core update loop. Purges flagged bodies from the world.

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

getBody(object) → {p2.Body} Checks the given object to see if it has a p2.Body and if so returns

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

collidesWith :array Array of CollisionGroups that this Bodies shapes collide with. Source

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

classType : Object The type of objects that will be created when using

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Physics.P2.Body.DYNAMIC
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

<static> DYNAMIC : number Dynamic body. Dynamic bodies body can move and respond to

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

mpx(v) → {number} Convert p2 physics value (meters) to pixel scale.By default Phaser uses

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

setRectangleFromSprite(sprite) → {p2.Rectangle} Clears any previously

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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

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