Physics.P2.FixtureList#flatten()

flatten(array) A helper to flatten arrays. This is very useful as the fixtures are nested from time to time due to the way P2 creates and splits polygons. Parameters Name Type Description array array The array to flatten. Notice: This will happen recursive not shallow. Source code: physics/p2/FixtureList.js (Line 212)

Physics.P2.FixtureList#FixtureList

new FixtureList(list) Allow to access a list of created fixture (coming from Body#addPhaserPolygon)which itself parse the input from PhysicsEditor with the custom phaser exporter.You can access fixtures of a Body by a group index or even by providing a fixture Key.You can set the fixture key and also the group index for a fixture in PhysicsEditor.This gives you the power to create a complex body built of many fixtures and modify themduring runtime (to remove parts, set masks, categories &

Physics.P2.DistanceConstraint#world

world : Phaser.Physics.P2 Local reference to P2 World. Source code: physics/p2/DistanceConstraint.js (Line 35)

Physics.P2.DistanceConstraint#game

game : Phaser.Game Local reference to game. Source code: physics/p2/DistanceConstraint.js (Line 30)

Physics.P2.DistanceConstraint#DistanceConstraint

new DistanceConstraint(world, bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce) A constraint that tries to keep the distance between two bodies constant. 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. distance number The distance to keep between the bodies. localAnchorA Array <optional> The anchor point for bodyA, defi

Physics.P2.ContactMaterial#ContactMaterial

new ContactMaterial(materialA, materialB, options) Defines a physics material Parameters Name Type Argument Description materialA Phaser.Physics.P2.Material First material participating in the contact material. materialB Phaser.Physics.P2.Material Second material participating in the contact material. options object <optional> Additional configuration options. Source code: physics/p2/ContactMaterial.js (Line 16)

Physics.P2.CollisionGroup#mask

mask : number The CollisionGroup bitmask. Source code: physics/p2/CollisionGroup.js (Line 19)

Physics.P2.CollisionGroup#CollisionGroup

new CollisionGroup(bitmask) Collision Group Parameters Name Type Description bitmask number The CollisionGroup bitmask. Source code: physics/p2/CollisionGroup.js (Line 14)

Physics.P2.BodyDebug#z

[readonly] z : integer The z-depth value of this object within its parent container/Group - the World is a Group as well.This value must be unique for each child in a Group. Inherited From Phaser.Group#z Source code: core/Group.js (Line 57)

Physics.P2.BodyDebug#y

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates.This will have no impact on the x/y coordinates of its children, but it will update their worldTransform and on-screen position. Inherited From Phaser.Group#y Source code: core/Group.js (Line 2978)