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

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

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

offset : Phaser.Point The offset of the Physics Body

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

boundsCollisionGroup : Phaser.Physics

2025-01-10 15:47:30
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

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

updateSpriteTransform() Core update. Source code:

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

onChildInputOut : Phaser.Signal This Signal is dispatched

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

forEach(callback, callbackContext, checkExists, args) Call a function on

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

setZeroDamping() Sets the Body damping and angularDamping to zero. Source code:

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