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

removeSpring(spring) → {Phaser

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

everythingCollisionGroup : Phaser.Physics

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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#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.

2025-01-10 15:47:30
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

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

ppu : number Pixels per Length Unit. Source code:

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

updateCollisionMask(shape) Updates the collisionMask. Parameters

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

setAllChildren(key, value, checkAlive, checkVisible, operation,

2025-01-10 15:47:30
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.

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

createPrismaticConstraint(bodyA, bodyB, lockRotation, anchorA, anchorB,

2025-01-10 15:47:30