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

applyDamping : boolean Enable to automatically apply body damping each step. Source

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

pendingDestroy : boolean A Group is that has pendingDestroy set to true is flagged to have its destroy

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

onBeginContact : Phaser.Signal Dispatched when a first

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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#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.

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

addPolygon(options, points) → {boolean} Reads a polygon shape path, and assembles convex shapes

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

addCircle(radius, offsetX, offsetY, rotation) →

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