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

addConstraint(constraint) → {Phaser.Physics.P2.Constraint} Adds a Constraint to the world.

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

addContactMaterial(material) → {

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

cameraOffset : Phaser.Point If this object is

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

removeBodyNextStep(body) This will add a P2 Physics body into the removal list for the next step. Parameters

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

clearCollision(clearGroup, clearMask, shape)

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

collideWorldBounds : boolean A Body can be set to collide against the World bounds automatically if this is set to true. Otherwise

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

game : Phaser.Game Local reference to game.

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

setCircle(radius, offsetX, offsetY, rotation)

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

onSpringRemoved : Phaser.Signal This signal is dispatched

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