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

removeBody(body) → {Phaser

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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#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

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

velocity : Phaser.Physics.P2.In

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

onChildInputOver : Phaser.Signal This Signal is dispatched

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

onChildInputOut : Phaser.Signal This Signal is dispatched

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

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

getSprings() → {array.<Phaser

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

forEach(callback, callbackContext, checkExists, args) Call a function on

2025-01-10 15:47:30