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

preUpdate() Called at the start of the core update loop. Purges flagged bodies from the world.

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

game : Phaser.Game Local reference to game.

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

addMultiple(children, silent) → {Array.<

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

getFirstAlive(createIfNull, x, y, key,

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

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

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

getBottom() → {any} Returns the child at the bottom of this group. The bottom child the child

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

name : string A name for this group. Not used internally but useful for debugging.

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

new Material(name) A P2 Material. \o/ ~ "Because I'm a Material girl" Parameters

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

collides(group, callback, callbackContext, shape)

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

moveDown(speed) If this Body is dynamic then this will move it down by setting its y velocity to the given speed.The speed is

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