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

addSpring(spring) → {Phaser

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

mass : number The mass of the body. Source code:

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

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

createSpring(bodyA, bodyB, restLength, stiffness, damping, worldA

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

iterate(key, value, returnType, callback, callbackContext, args)

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

addChild(child) → {DisplayObject}

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

visible : boolean The visible state of the group. Non-visible Groups and all of their children are not rendered.

2025-01-10 15:47:30
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:

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

replace(oldChild, newChild) → {any} Replaces a child of this Group with the given newChild. The

2025-01-10 15:47:30