new DistanceConstraint(world, bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce)
removeNextStep : boolean To avoid deleting this body during a physics step, and causing all kinds of problems, set removeNextStep
getRandomExists(startIndex, endIndex) → {any}
pxmi(v) → {number} Convert pixel value to p2 physics scale (meters) and inverses it.By default
multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group.
createGroupCallback(group, callback, callbackContext) Sets a callback to be fired any time this Body impacts with the given Group. The
postBroadphaseCallback : Function A postBroadphase callback. Source code:
setZeroForce() Sets the force on the body to zero. Source code:
addPolygon(options, points) → {boolean} Reads a polygon shape path, and assembles convex shapes
motionState : number The type of motion this body has. Should be one of: Body.STATIC (the body does not move), Body.DYNAMIC (body
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