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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

thrustRight(speed) Applies a force to the Body that causes it to 'thrust' to the right, based on its current angle and the given speed

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

game : Phaser.Game Local reference to game.

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

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

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

updateCollisionMask(shape) Updates the collisionMask. Parameters

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

removeSpring(spring) → {Phaser

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

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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