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

getByName(name) → {any} Searches the Group for the first instance of a child with the name

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

useElapsedTime : boolean If true the frameRate value will be ignored and instead p2 will step with the value of Game.Time.physicsElapsed

2025-01-10 15:47:30
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

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

x : number The x coordinate of this Body. Source code:

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

setPostBroadphaseCallback(callback, context) Sets a callback to be fired after the Broadphase has collected collision pairs in the world

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

x : number The x property of this PointProxy get and set in pixels. Source

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

reset(x, y, resetDamping, resetMass) Resets the Body force, velocity (linear

2025-01-10 15:47:30
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

2025-01-10 15:47:30