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

applyGravity : boolean Enable to automatically apply gravity each step. Source

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

2025-01-10 15:47:30
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

2025-01-10 15:47:30
Physics.P2#getConstraints()
  • References/Game Development/Phaser/P2 Physics/Physics.P2

getConstraints() → {array.<Phaser.Physics.P2.Constraint>} Populates and returns an array of

2025-01-10 15:47:30
Physics.P2#pxmi()
  • References/Game Development/Phaser/P2 Physics/Physics.P2

pxmi(v) → {number} Convert pixel value to p2 physics scale (meters) and inverses it.By default

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

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

2025-01-10 15:47:30
Physics.P2.RotationalSpring#RotationalSpring
  • References/Game Development/Phaser/P2 Physics/Physics.P2.RotationalSpring

new RotationalSpring(world, bodyA, bodyB, restAngle, stiffness, damping)

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

[readonly] z : integer The z-depth value of this object within its parent container/Group

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