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

getRandom(startIndex, length) → {any} Returns

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

onEndContact : Phaser.Signal Dispatched when contact

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

convertTilemap(map, layer, addToWorld, optimize)

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

collideWorldBounds : boolean A Body can be set to collide against the World bounds automatically if this is set to true. Otherwise

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

cameraOffset : Phaser.Point If this object is

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

world : Phaser.Physics.P2 Local

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