Physics.P2.RotationalSpring#data
  • References/Game Development/Phaser/P2 Physics/Physics.P2.RotationalSpring

data :p2.RotationalSpring The actual p2 spring object. Source code:

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Physics.P2.RevoluteConstraint#world
  • References/Game Development/Phaser/P2 Physics/Physics.P2.RevoluteConstraint

world : Phaser.Physics.P2 Local

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Physics.P2.CollisionGroup#mask
  • References/Game Development/Phaser/P2 Physics/Physics.P2.CollisionGroup

mask : number The CollisionGroup bitmask. Source code:

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

gravity : Phaser.Physics.P2.Inv

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

inputEnableChildren : boolean A Group with inputEnableChildren set to true will automatically call inputEnabled

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

getRandomExists(startIndex, endIndex) → {any}

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

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group.

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