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

restitution : number Default coefficient of restitution between colliding bodies. This value is used if no matching ContactMaterial

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

moveUp(speed) If this Body is dynamic then this will move it up by setting its y velocity to the given speed.The speed is represented

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

getByName(name) → {any} Searches the Group for the first instance of a child with the name

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

removeContactMaterial(material) → {

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

setPostBroadphaseCallback(callback, context) Sets a callback to be fired after the Broadphase has collected collision pairs in the world

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

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group.

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

updateSpriteTransform() Core update. Source code:

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

setProperty(child, key, value, operation, force) → {boolean}

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

onDestroy : Phaser.Signal This signal is dispatched

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

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

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