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

toJSON() → {object} Converts the current world into a JSON object. Returns

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

new LockConstraint(world, bodyA, bodyB, offset, angle, maxForce)

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

onBodyRemoved : Phaser.Signal This signal is dispatched

2025-01-10 15:47:30
Physics.P2.Body.STATIC
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

<static> STATIC : number Static body. Static bodies do not move, and they do not respond

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

thrust(speed) Applies a force to the Body that causes it to 'thrust' forwards, based on its current angle and the given speed.The

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

new RotationalSpring(world, bodyA, bodyB, restAngle, stiffness, damping)

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

enableBodyDebug : boolean If true when a physics body is created (via

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

fixedToCamera : boolean A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera

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

toWorldFrame(out, localPoint) Transform a local point to world frame. Parameters

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

new FixtureList(list) Allow to access a list of created fixture (coming from Body#addPhaserPolygon)which itself parse the input

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