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

[readonly] time : boolean The World time. Source

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

addPlane(offsetX, offsetY, rotation) → {p2.Plane}

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

getFirstDead(createIfNull, x, y, key,

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

divideAll(property, amount, checkAlive, checkVisible) Divides the given property by the amount on all children in this group. Group

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

world : Phaser.Physics.P2 Local

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

parse() Parser for the output of Phaser.Physics.P2.Body#addPhaserPolygon Source

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

[readonly] children : Array.<Displa

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

centerY : number The center y coordinate of this Group. It is derived by calling getBounds, calculating the

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

enable(object, debug, children) This will create a P2 Physics body on the

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