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

mpx(v) → {number} Convert p2 physics value (meters) to pixel scale.By default Phaser uses

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

createMaterial(name, body) → {

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

onBodyAdded : Phaser.Signal This signal is dispatched

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

alignIn(container, position, offsetX, offsetY)

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

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its

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

angularForce : number The angular force acting on the body. Source code:

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

y : number The y coordinate of this Body. Source code:

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

solveConstraints : boolean Enable/disable constraint solving in each step. Source

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

inertia : number The inertia of the body around the Z axis.. Source code:

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