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

setRectangle(width, height, offsetX, offsetY,

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

removeNextStep : boolean To avoid deleting this body during a physics step, and causing all kinds of problems, set removeNextStep

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

removeConstraint(constraint) → {Phaser.Physics.P2.Constraint} Removes a Constraint from the world

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

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group

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

setZeroForce() Sets the force on the body to zero. Source code:

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

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be

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

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If

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

onSpringAdded : Phaser.Signal This signal is dispatched

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

sort(key, order) Sort the children in the group according to a particular

2025-01-10 15:47:30