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

getFurthestFrom(object, callback, callbackContext) → {any}

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

forEachAlive(callback, callbackContext, args) Call a function on each alive child in this group. See

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

game : Phaser.Game Local reference to game.

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

onChildInputOver : Phaser.Signal This Signal is dispatched

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

boundsCollisionGroup : Phaser.Physics

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

angularVelocity : number The angular velocity of the body. Source code:

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

offset : Phaser.Point The offset of the Physics Body

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