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

alignTo(parent, position, offsetX, offsetY) → {

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

callAll(method, context, args) Calls a function, specified by name, on all on children. The function

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

removeChildAt(index) → {DisplayObject}

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

updateBoundsCollisionGroup(setCollisionGroup) By default the World will be set to collide everything with

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Physics.P2.PointProxy#y
  • References/Game Development/Phaser/P2 Physics/Physics.P2.PointProxy

y : number The y property of this PointProxy get and set in pixels. Source

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

getChildAt(index) → {DisplayObject}

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

allowSleep : boolean - Source code:

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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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