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

getContactMaterial(materialA, materialB) → {

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

destroy(destroyChildren, soft) Destroys this group. Removes all children

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

physicsBodyType : integer If enableBody

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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

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

new BodyDebug(game, body, settings) Draws a P2 Body to a Graphics instance for visual debugging.Needless to say, for every body

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

setMaterial(material, fixtureKey) Parameters Name Type Description

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

createLockConstraint(bodyA, bodyB, offset, angle, maxForce)

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

[readonly] total : number The total number of bodies in the world.

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

everythingCollisionGroup : Phaser.Physics

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