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

loadPolygon(key, object) → {boolean} Reads the shape data from a physics data file stored in the

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

pause() Pauses the P2 World independent of the game pause state. Source code:

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

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

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

<static> KINEMATIC : number Kinematic body. Kinematic bodies only moves according to

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

force : Phaser.Physics.P2.Inver

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

reset() Called by Phaser.Physics when a State swap occurs.Starts the begin and end Contact listeners again.

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

new P2(game, config) This is your main access to the P2 Physics World.From here you can create materials

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

removeChild(child) → {DisplayObject}

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