Physics.P2.Body.DYNAMIC
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

<static> DYNAMIC : number Dynamic body. Dynamic bodies body can move and respond to

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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;

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

update() Internal P2 update loop. Source code:

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

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

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

addAt(child, index, silent) → {

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

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all

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

nothingCollisionGroup : Phaser.Physics

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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

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