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

getCollisionMask() → {number} Gets the collision bitmask from the groups this body collides with

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

setSensor(value, fixtureKey) Parameters Name Type Description

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Physics.P2.PointProxy#y
  • References/Game Development/Phaser/P2 Physics/Physics.P2.PointProxy

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

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

getAt(index) → {DisplayObject | integer}

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

addContactMaterial(material) → {

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

getFixtures(keys) Accessor to get either a list of specified fixtures by key or the whole fixture list Parameters

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

debug : boolean Enable or disable debug drawing of this body Source code:

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

removeChildAt(index) → {DisplayObject}

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

createCollisionGroup(object) Creates a new Collision Group and optionally applies it to the given object

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

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

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