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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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Physics.P2.PrismaticConstraint#world
  • References/Game Development/Phaser/P2 Physics/Physics.P2.PrismaticConstraint

world : Phaser.Physics.P2 Local

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

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

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

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

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Physics.P2.Material#name
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Material

name : string The user defined name given to this Material. Source code:

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Physics.P2.Spring#world
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Spring

world : Phaser.Physics.P2 Local

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

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy

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

setBounds(x, y, width, height, left, right, top, bottom

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

setMaterial(material, bodies) Sets the given Material against all Shapes owned by all the Bodies in the given array. Parameters

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