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

addChildAt(child, index) → {DisplayObject}

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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:

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

toJSON() → {object} Converts the current world into a JSON object. Returns

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

rotateRight(speed) This will rotate the Body by the given speed to the left (clockwise). Parameters

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

adjustCenterOfMass() Moves the shape offsets so their center of mass becomes the body center of mass.

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

new LockConstraint(world, bodyA, bodyB, offset, angle, maxForce)

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

postBroadphaseCallback : Function A postBroadphase callback. Source code:

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