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

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

boundsCollisionGroup : Phaser.Physics

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

world : Phaser.Physics.P2 Local

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

moveDown(child) → {any} Moves the given child down one place in this group unless it's already at

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

update() Internal P2 update loop. Source code:

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

updateSpriteTransform() Core update. Source code:

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