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

walls : Object An object containing the 4 wall bodies that bound the physics world. Source

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

clear() Clears all bodies from the simulation, resets callbacks and resets the collision bitmask. The P2 world is also cleared:

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

addRectangle(width, height, offsetX, offsetY, rotation)

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

onContactMaterialAdded : Phaser.Signal This signal

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

game : Phaser.Game Local reference to game.

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

forEachDead(callback, callbackContext, args) Call a function on each dead child in this group. See

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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.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

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