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.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#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.

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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.RotationalSpring#data
  • References/Game Development/Phaser/P2 Physics/Physics.P2.RotationalSpring

data :p2.RotationalSpring The actual p2 spring object. Source code:

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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.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.RevoluteConstraint#game
  • References/Game Development/Phaser/P2 Physics/Physics.P2.RevoluteConstraint

game : Phaser.Game Local reference to game.

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

addLine(length, offsetX, offsetY, rotation) → {p2

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

setCollisionGroup(group, shape) Sets the given CollisionGroup to be the collision group for all shapes

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