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

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

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

addCircle(radius, offsetX, offsetY, rotation) →

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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

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

debugBody : Phaser.Physics.P2.BodyDebug

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Physics.P2.BodyDebug#length
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

[readonly] length : integer Total number of children in this group, regardless of exists/alive

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

applyGravity : boolean Enable to automatically apply gravity each step. Source

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

addFixture(fixtureData) → {array} Add a polygon fixture. This is used during #loadPolygon.

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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

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

applyDamping(dt) Apply damping, see http://code.google.com/p/bullet/issues/detail?id=74 for details. Parameters

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

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

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