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

addBody(body) → {boolean} Add a body to the world. Parameters

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

getClosestTo(object, callback, callbackContext) → {any}

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

toLocalFrame(out, worldPoint) Transform a world point to local body frame. Parameters

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

new BodyDebug(game, body, settings) Draws a P2 Body to a Graphics instance for visual debugging.Needless to say, for every body

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

left : number The left coordinate of this Group. It is derived by calling getBounds, calculating the Groups

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

createCollisionGroup(object) Creates a new Collision Group and optionally applies it to the given object

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

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

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

addConstraint(constraint) → {Phaser.Physics.P2.Constraint} Adds a Constraint to the world.

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

onConstraintAdded : Phaser.Signal This signal is dispatched

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

game : Phaser.Game Local reference to game.

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