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

new DistanceConstraint(world, bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce)

2025-01-10 15:47:30
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

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

getRandomExists(startIndex, endIndex) → {any}

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

pxmi(v) → {number} Convert pixel value to p2 physics scale (meters) and inverses it.By default

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

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group.

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

createGroupCallback(group, callback, callbackContext) Sets a callback to be fired any time this Body impacts with the given Group. The

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

postBroadphaseCallback : Function A postBroadphase callback. Source code:

2025-01-10 15:47:30
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.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#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

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