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

nothingCollisionGroup : Phaser.Physics

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

setImpactEvents(state) Impact event handling is disabled by default. Enable it before any impact events will be dispatched.In

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

onChildInputOut : Phaser.Signal This Signal is dispatched

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

x : number The x coordinate of this Body. Source code:

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

rotation : number The angle of the Body in radians.If you wish to work in degrees instead of radians use the Body.angle property

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

canvas : Phaser.Graphics The canvas to render

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

getSprings() → {array.<Phaser

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