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

onBodyRemoved : Phaser.Signal This signal is dispatched

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

addFixture(fixtureData) → {array} Add a polygon fixture. This is used during #loadPolygon.

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

onSpringAdded : Phaser.Signal This signal is dispatched

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

onConstraintRemoved : Phaser.Signal This signal is

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

hash :array The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and

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

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

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

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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

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