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

angularForce : number The angular force acting on the body. Source code:

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

new CollisionGroup(bitmask) Collision Group Parameters Name

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

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

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

setCollisionGroup(group, shape) Sets the given CollisionGroup to be the collision group for all shapes

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

removeFromWorld() Removes this physics body from the world. Source code:

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