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

new CollisionGroup(bitmask) Collision Group Parameters Name

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

onBodyAdded : Phaser.Signal This signal is dispatched

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

enableBody : boolean If true all Sprites created by, or added to this group, will have a physics body enabled on them. If

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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.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

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

setCategory(bit, fixtureKey) Parameters Name Type Description

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

x : number The x coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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

addCircle(radius, offsetX, offsetY, rotation) →

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

applyDamping(dt) Apply damping, see http://code.google.com/p/bullet/issues/detail?id=74 for details. Parameters

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