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

setCollisionGroup(group, shape) Sets the given CollisionGroup to be the collision group for all shapes

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

draw() Draws the P2 shapes to the Graphics object. Source code:

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

checkAll(key, value, checkAlive, checkVisible, force)

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

removeBetween(startIndex, endIndex, destroy, silent)

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

getTop() → {any} Return the child at the top of this group. The top child is the child displayed

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

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

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

addLine(length, offsetX, offsetY, rotation) → {p2

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

resume() Resumes a paused P2 World. Source code:

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

boundsCollidesWith :array An array of the bodies the world bounds collides with. Source

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