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

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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

addSpring(spring) → {Phaser

2025-01-10 15:47:30
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#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:

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.

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

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

gravity : Phaser.Point A locally applied gravity force

2025-01-10 15:47:30
Physics.P2#setBounds()
  • References/Game Development/Phaser/P2 Physics/Physics.P2

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

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

onContactMaterialAdded : Phaser.Signal This signal

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

getIndex(child) → {integer} Get the index position of the given child in this group, which should

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