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

world : Phaser.Physics.P2 Local

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

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

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

removeFromHash(child) → {boolean} Removes a child of this Group from the hash array.This call

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

applyImpulse(impulse, worldX, worldY) Apply impulse to a point relative to the body.This could for example be a point on the Body

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

endContactHandler(event) Handles a p2 end contact event. Parameters

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