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

angle : number The angle of the Body in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation;

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

countDead() → {integer} Get the number of dead children in this group. Returns

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

my : number The y property of this InversePointProxy get and set in meters. Source

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

paused : boolean The paused state of the P2 World. Source code:

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

moveDown(child) → {any} Moves the given child down one place in this group unless it's already at

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Physics.P2.DistanceConstraint#world
  • References/Game Development/Phaser/P2 Physics/Physics.P2.DistanceConstraint

world : Phaser.Physics.P2 Local

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

callAllExists(callback, existsValue, parameter) Calls a function, specified by name, on all children in the group who exist (or do not

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

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

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