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

damping : number Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second. The linear

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

physicsBodyType : integer If enableBody

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

getVelocityAtPoint(result, relativePoint) → {Array} Gets the velocity of a point in the body.

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

game : Phaser.Game Local reference to game.

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

getCollisionMask() → {number} Gets the collision bitmask from the groups this body collides with

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

addContactMaterial(material) → {

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

setMaterial(material, fixtureKey) Parameters Name Type Description

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

collisionGroups :array An array containing the collision groups that have been defined in the World.

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

createDistanceConstraint(bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce)

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

getFixtures(keys) Accessor to get either a list of specified fixtures by key or the whole fixture list Parameters

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