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

createRotationalSpring(bodyA, bodyB, restAngle, stiffness, damping)

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

moveRight(speed) If this Body is dynamic then this will move it to the right by setting its x velocity to the given speed.The

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

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will

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

clear() Clears all bodies from the simulation, resets callbacks and resets the collision bitmask. The P2 world is also cleared:

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

getIndex(child) → {integer} Get the index position of the given child in this group, which should

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

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below

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

addRectangle(width, height, offsetX, offsetY, rotation)

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

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

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

moveUp(child) → {any} Moves the given child up one place in this group unless it's already at the

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

onContactMaterialAdded : Phaser.Signal This signal

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