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

contactMaterial :p2.ContactMaterial The default Contact Material being used by the World.

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

setZeroDamping() Sets the Body damping and angularDamping to zero. Source code:

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

removeChild(child) → {DisplayObject}

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

force : Phaser.Physics.P2.Inver

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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.

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

moveUp(speed) If this Body is dynamic then this will move it up by setting its y velocity to the given speed.The speed is represented

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

moveBackward(speed) Moves the Body backwards based on its current angle and the given speed.The speed is represented in pixels

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