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

onEndContact : Phaser.Signal Dispatched when contact

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

left : number The left coordinate of this Group. It is derived by calling getBounds, calculating the Groups

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

setMask(bit, fixtureKey) Parameters Name Type Description

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

world : Phaser.Physics.P2 Local

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

getClosestTo(object, callback, callbackContext) → {any}

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

world : Phaser.Physics.P2 Local

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

convertTilemap(map, layer, addToWorld, optimize)

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

moveLeft(speed) If this Body is dynamic then this will move it to the left by setting its x velocity to the given speed.The speed

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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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