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

addParticle(offsetX, offsetY, rotation) → {p2.Particle}

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

endContactHandler(event) Handles a p2 end contact event. Parameters

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

game : Phaser.Game Local reference to game.

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

clearTilemapLayerBodies(map, layer) Clears all physics bodies from the given TilemapLayer that were created

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

resetChild(child, x, y, key, frame)

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

addCapsule(length, radius, offsetX, offsetY, rotation)

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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.

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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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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

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

reverse(speed) Applies a force to the Body that causes it to 'thrust' backwards (in reverse), based on its current angle and the given

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