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

forEachAlive(callback, callbackContext, args) Call a function on each alive child in this group. See

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

removeChild(child) → {DisplayObject}

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

removeContactMaterial(material) → {

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

new P2(game, config) This is your main access to the P2 Physics World.From here you can create materials

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

resetCursor(index) → {any} Sets the group cursor to the first child

2025-01-10 15:47:30
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.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

2025-01-10 15:47:30