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

addShape(shape, offsetX, offsetY, rotation) → {p2

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

world : Phaser.Physics.P2 Local

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

new PrismaticConstraint(world, bodyA, bodyB, lockRotation, anchorA, anchorB,

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

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

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