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

setMaterial(material, fixtureKey) Parameters Name Type Description

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

frameRate : number The frame rate the world will be stepped at. Defaults to 1 / 60, but you can change here. Also see useElapsedTime

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

updateBoundsCollisionGroup(setCollisionGroup) By default the World will be set to collide everything with

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

rotateLeft(speed) This will rotate the Body by the given speed to the left (counter-clockwise). Parameters

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

destroy(destroyChildren, soft) Destroys this group. Removes all children

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

[readonly] time : boolean The World time. Source

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

world : Phaser.Physics.P2 Local

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

game : Phaser.Game Local reference to game.

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

exists : boolean If exists is true the group is updated, otherwise it is skipped.

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