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

remove(child, destroy, silent) → {boolean}

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

getFixtureByKey(key) Accessor to get either a single fixture by its key. Parameters

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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

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

setSensor(value, fixtureKey) Parameters Name Type Description

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

divideAll(property, amount, checkAlive, checkVisible) Divides the given property by the amount on all children in this group. Group

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

getBodies() → {array.<Phaser

2025-01-10 15:47:30
Physics.P2.GearConstraint#world
  • References/Game Development/Phaser/P2 Physics/Physics.P2.GearConstraint

world : Phaser.Physics.P2 Local

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

body : Phaser.Physics.P2.Body

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

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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

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

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