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

world : Phaser.Physics.P2 Local

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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

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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.PointProxy#my
  • References/Game Development/Phaser/P2 Physics/Physics.P2.PointProxy

my : number The x property of this PointProxy get and set in meters. Source

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

hitTest(worldPoint, bodies, precision, filterStatic)

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

createGearConstraint(bodyA, bodyB, angle, ratio) → {

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

new Body(game, sprite, x, y, mass)

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

filter(predicate, checkExists) → {Phaser

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

init() Source code:

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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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