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

init() Source code:

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

xy(index, x, y) Positions the child found at the given index within this group to the given x and y coordinates. Parameters

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

onBeginContact : Phaser.Signal This Signal is dispatched

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

createBodyCallback(object, callback, callbackContext) Sets a callback to be fired any time a shape in this Body impacts with a shape

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

shapeChanged() Updates the debug draw if any body shapes change. Source code:

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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.

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

body : Phaser.Physics.P2.Body

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