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

getVelocityAtPoint(result, relativePoint) → {Array} Gets the velocity of a point in the body.

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

removeBodyNextStep(body) This will add a P2 Physics body into the removal list for the next step. Parameters

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

collisionGroups :array An array containing the collision groups that have been defined in the World.

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

updateBoundsCollisionGroup(setCollisionGroup) By default the World will be set to collide everything with

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

collideWorldBounds : boolean A Body can be set to collide against the World bounds automatically if this is set to true. Otherwise

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

getChildAt(index) → {DisplayObject}

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

remove(child, destroy, silent) → {boolean}

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

convertCollisionObjects(map, layer, addToWorld) → {array}

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