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

addPhaserPolygon(key, object) → {Array} Reads the shape data from a physics data file stored in

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

addToWorld() Adds this physics body to the world. Source code:

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

checkProperty(child, key, value, force) → {boolean} Checks a property

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

clearTilemapLayerBodies(map, layer) Clears all physics bodies from the given TilemapLayer that were created

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

createMaterial(name, body) → {

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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

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

addCapsule(length, radius, offsetX, offsetY, rotation)

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

createParticle(x, y, mass, addToWorld, options, points) Creates a new Particle and adds it to the World

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