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

setSensor(value, fixtureKey) Parameters Name Type Description

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

setMask(bit, fixtureKey) Parameters Name Type Description

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

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

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

removeChildAt(index) → {DisplayObject}

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

getContactMaterial(materialA, materialB) → {

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

addPlane(offsetX, offsetY, rotation) → {p2.Plane}

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

damping : number Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second. The linear

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