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

addAt(child, index, silent) → {

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

destroy() Clears all bodies from the simulation and unlinks World from Game. Should only be called on game shutdown. Call clear

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

removeContactMaterial(material) → {

2025-01-10 15:47:30
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

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

align(width, height, cellWidth, cellHeight, position, offset) → {boolean}

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

add(child, silent, index) → {

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

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

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

onDestroy : Phaser.Signal This signal is dispatched

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

moveAll(group, silent) → {Phaser

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

game : Phaser.Game Local reference to game.

2025-01-10 15:47:30