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

restitution : number Default coefficient of restitution between colliding bodies. This value is used if no matching ContactMaterial

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

add(child, silent, index) → {

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

removeBody(body) → {Phaser

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

reset() Called by Phaser.Physics when a State swap occurs.Starts the begin and end Contact listeners again.

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

canvas : Phaser.Graphics The canvas to render

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

velocity : Phaser.Physics.P2.In

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

mpx(v) → {number} Convert p2 physics value (meters) to pixel scale.By default Phaser uses

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

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

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