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

gravity : Phaser.Physics.P2.Inv

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

countLiving() → {integer} Get the number of living children in this group. Returns

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

hash :array The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and

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

addChildAt(child, index) → {DisplayObject}

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

friction : number Friction between colliding bodies. This value is used if no matching ContactMaterial is found for a Material

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