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

removeFromWorld() Removes this physics body from the world. Source code:

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

next() → {any} Advances the group cursor to the next (higher) object in the group. If the

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

destroy() Destroys this Body and all references it holds to other objects. Source

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

game : Phaser.Game Local reference to game.

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

onConstraintRemoved : Phaser.Signal This signal is

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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.Body#debugBody
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

debugBody : Phaser.Physics.P2.BodyDebug

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

right : number The right coordinate of this Group. It is derived by calling getBounds, calculating the Groups

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

enableBody(object, debug) Creates a P2 Physics body on the given game object.A game object can only have 1 physics body active

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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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