dynamic : boolean Returns true if the Body is dynamic. Setting Body.dynamic to 'false' will make it static.
new DistanceConstraint(world, bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce)
multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group.
adjustCenterOfMass() Moves the shape offsets so their center of mass becomes the body center of mass.
data :p2.RotationalSpring The actual p2 spring object. Source code:
applyDamping(dt) Apply damping, see http://code.google.com/p/bullet/issues/detail?id=74 for details. Parameters
new LockConstraint(world, bodyA, bodyB, offset, angle, maxForce)
game : Phaser.Game Local reference to game.
addLine(length, offsetX, offsetY, rotation) → {p2
setCollisionGroup(group, shape) Sets the given CollisionGroup to be the collision group for all shapes
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