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

checkAll(key, value, checkAlive, checkVisible, force)

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

motionState : number The type of motion this body has. Should be one of: Body.STATIC (the body does not move), Body.DYNAMIC (body

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

removeBetween(startIndex, endIndex, destroy, silent)

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

world : Phaser.Physics.P2 Local

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

alpha : number The alpha value of the group container. Inherited From

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

createGroupCallback(group, callback, callbackContext) Sets a callback to be fired any time this Body impacts with the given Group. The

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

mask : number The CollisionGroup bitmask. Source code:

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

removeShape(shape) → {boolean} Remove a shape from the body. Will automatically update the mass

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