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

addFixture(fixtureData) → {array} Add a polygon fixture. This is used during #loadPolygon.

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

postBroadphaseCallback : Function A postBroadphase callback. Source code:

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

thrust(speed) Applies a force to the Body that causes it to 'thrust' forwards, based on its current angle and the given speed.The

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

new FixtureList(list) Allow to access a list of created fixture (coming from Body#addPhaserPolygon)which itself parse the input

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

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

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