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.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;

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

static : boolean Returns true if the Body is static. Setting Body.static to 'false' will make it dynamic.

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

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself

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

setProperty(child, key, value, operation, force) → {boolean}

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

applyImpulseLocal(impulse, localX, localY) Apply impulse to a point local to the body. This could for example be a point on the

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

thrustLeft(speed) Applies a force to the Body that causes it to 'thrust' to the left, based on its current angle and the given speed

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

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

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

createRotationalSpring(bodyA, bodyB, restAngle, stiffness, damping)

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