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

flatten(array) A helper to flatten arrays. This is very useful as the fixtures are nested from time to time due to the way P2 creates

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

createMaterial(name, body) → {

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

angularDamping : number Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second. The

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

setZeroRotation() If this Body is dynamic then this will zero its angular velocity. Source

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

y : number The y coordinate of this Body. Source code:

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

setCategory(bit, fixtureKey) Parameters Name Type Description

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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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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