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

applyDamping : boolean Enable to automatically apply body damping each step. Source

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

onBeginContact : Phaser.Signal Dispatched when a first

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

cursor : DisplayObject The current

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

new PointProxy(world, destination) A PointProxy is an internal class that allows for direct getter/setter style property access to Arrays

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

new GearConstraint(world, bodyA, bodyB, angle, ratio) Connects two bodies

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

kinematic : boolean Returns true if the Body is kinematic. Setting Body.kinematic to 'false' will make it static.

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

alignIn(container, position, offsetX, offsetY)

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

x : number The x property of this InversePointProxy get and set in pixels. Source

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

mx : number The x property of this PointProxy get and set in meters. Source

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

sprite : Phaser.Sprite Reference to the parent Sprite

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