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

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

[readonly] z : integer The z-depth value of this object within its parent container/Group

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

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

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

create(x, y, key, frame, exists, index)

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

createContactMaterial(materialA, materialB, options)

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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

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

getConstraints() → {array.<Phaser.Physics.P2.Constraint>} Populates and returns an array of

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

dynamic : boolean Returns true if the Body is dynamic. Setting Body.dynamic to 'false' will make it static.

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

destroy() Destroys this Body and all references it holds to other objects. Source

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