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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

exists : boolean If exists is true the group is updated, otherwise it is skipped.

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

allowSleep : boolean - Source code:

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

game : Phaser.Game Local reference to game.

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

onEndContact : Phaser.Signal This Signal is dispatched

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

cameraOffset : Phaser.Point If this object is

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

getBodies() → {array.<Phaser

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

fixedRotation : boolean - Source code:

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