Physics.P2.LockConstraint#world

world : Phaser.Physics.P2 Local reference to P2 World. Source code: physics/p2/LockConstraint.js (Line 33)

Physics.P2.LockConstraint#LockConstraint

new LockConstraint(world, bodyA, bodyB, offset, angle, maxForce) Locks the relative position between two bodies. Parameters Name Type Argument Default Description world Phaser.Physics.P2 A reference to the P2 World. bodyA p2.Body First connected body. bodyB p2.Body Second connected body. offset Array <optional> The offset of bodyB in bodyA's frame. The value is an array with 2 elements matching x and y, i.e: [32, 32]. angle number <optional> 0 The angl

Physics.P2.LockConstraint#game

game : Phaser.Game Local reference to game. Source code: physics/p2/LockConstraint.js (Line 28)

Physics.P2.InversePointProxy#y

y : number The y property of this InversePointProxy get and set in pixels. Source code: physics/p2/InversePointProxy.js (Line 44)

Physics.P2.InversePointProxy#x

x : number The x property of this InversePointProxy get and set in pixels. Source code: physics/p2/InversePointProxy.js (Line 24)

Physics.P2.InversePointProxy#my

my : number The y property of this InversePointProxy get and set in meters. Source code: physics/p2/InversePointProxy.js (Line 84)

Physics.P2.InversePointProxy#mx

mx : number The x property of this InversePointProxy get and set in meters. Source code: physics/p2/InversePointProxy.js (Line 64)

Physics.P2.InversePointProxy#InversePointProxy

new InversePointProxy(world, destination) A InversePointProxy is an internal class that allows for direct getter/setter style property access to Arrays and TypedArrays but inverses the values on set. Parameters Name Type Description world Phaser.Physics.P2 A reference to the P2 World. destination any The object to bind to. Source code: physics/p2/InversePointProxy.js (Line 15)

Physics.P2.GearConstraint#world

world : Phaser.Physics.P2 Local reference to P2 World. Source code: physics/p2/GearConstraint.js (Line 31)

Physics.P2.GearConstraint#GearConstraint

new GearConstraint(world, bodyA, bodyB, angle, ratio) Connects two bodies at given offset points, letting them rotate relative to each other around this point. Parameters Name Type Argument Default Description world Phaser.Physics.P2 A reference to the P2 World. bodyA p2.Body First connected body. bodyB p2.Body Second connected body. angle number <optional> 0 The relative angle ratio number <optional> 1 The gear ratio. Source code: physics/p2/GearCon