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

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

getVelocityAtPoint(result, relativePoint) → {Array} Gets the velocity of a point in the body.

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

onConstraintAdded : Phaser.Signal This signal is dispatched

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

convertCollisionObjects(map, layer, addToWorld) → {array}

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

getFirstDead(createIfNull, x, y, key,

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

collisionGroups :array An array containing the collision groups that have been defined in the World.

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

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

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

applySpringForces : boolean Enable to automatically apply spring forces each step. Source

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

createRevoluteConstraint(bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot)

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

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

2025-01-10 15:47:30