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

countDead() → {integer} Get the number of dead children in this group. Returns

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

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

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

new P2(game, config) This is your main access to the P2 Physics World.From here you can create materials

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

callAllExists(callback, existsValue, parameter) Calls a function, specified by name, on all children in the group who exist (or do not

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

nothingCollisionGroup : Phaser.Physics

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

classType : Object The type of objects that will be created when using

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