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

setRectangle(width, height, offsetX, offsetY,

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

countLiving() → {integer} Get the number of living children in this group. Returns

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

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

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

addPolygon(options, points) → {boolean} Reads a polygon shape path, and assembles convex shapes

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

removeCollisionGroup(group, clearCallback, shape) Removes the given CollisionGroup

2025-01-10 15:47:30
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

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

set(child, key, value, checkAlive, checkVisible, operation,

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

next() → {any} Advances the group cursor to the next (higher) object in the group. If the

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

debugBody : Phaser.Physics.P2.BodyDebug

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