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

alpha : number The alpha value of the group container. Inherited From

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

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group

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

new ContactMaterial(materialA, materialB, options) Defines a physics material Parameters

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

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be

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Physics.P2.Body.STATIC
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

<static> STATIC : number Static body. Static bodies do not move, and they do not respond

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

fixedToCamera : boolean A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera

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

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If

2025-01-10 15:47:30
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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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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