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

my : number The y property of this InversePointProxy get and set in meters. Source

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

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

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

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

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

moveAll(group, silent) → {Phaser

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

countDead() → {integer} Get the number of dead children in this group. Returns

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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

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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

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

force : Phaser.Physics.P2.Inver

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

getSprings() → {array.<Phaser

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