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

2025-01-10 15:47:30
Physics.P2.Body#reset()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

reset(x, y, resetDamping, resetMass) Resets the Body force, velocity (linear

2025-01-10 15:47:30
Physics.P2.BodyDebug#moveAll()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

moveAll(group, silent) → {Phaser

2025-01-10 15:47:30
Physics.P2.BodyDebug#resetCursor()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

resetCursor(index) → {any} Sets the group cursor to the first child

2025-01-10 15:47:30
Physics.P2.BodyDebug#add()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

add(child, silent, index) → {

2025-01-10 15:47:30
Physics.P2.BodyDebug#rotation
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself

2025-01-10 15:47:30
Physics.P2.Body#velocity
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

velocity : Phaser.Physics.P2.In

2025-01-10 15:47:30
Physics.P2#removeBody()
  • References/Game Development/Phaser/P2 Physics/Physics.P2

removeBody(body) → {Phaser

2025-01-10 15:47:30
Physics.P2.Body#applyForce()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

applyForce(force, worldX, worldY) Apply force to a world point. This could for example be a point on the RigidBody surface. Applying

2025-01-10 15:47:30
Physics.P2.InversePointProxy#y
  • References/Game Development/Phaser/P2 Physics/Physics.P2.InversePointProxy

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

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