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

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

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

createParticle(x, y, mass, addToWorld, options, points) Creates a new Particle and adds it to the World

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

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

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

setCategory(bit, fixtureKey) Parameters Name Type Description

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

sleepSpeedLimit : number . Source code:

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

[readonly] total : integer Total number of existing children in the group.

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

setAll(key, value, checkAlive, checkVisible, operation, force)

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

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property

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