<static> STATIC : number Static body. Static bodies do not move, and they do not respond to forces or collision. Source code: physics/p2/Body.js (Line 1506)
<static> KINEMATIC : number Kinematic body. Kinematic bodies only moves according to its .velocity, and does not respond to collisions or force. Source code: physics/p2/Body.js (Line 1514)
<static> DYNAMIC : number Dynamic body. Dynamic bodies body can move and respond to collisions and forces. Source code: physics/p2/Body.js (Line 1498)
y : number The y coordinate of this Body. Source code: physics/p2/Body.js (Line 1885)
x : number The x coordinate of this Body. Source code: physics/p2/Body.js (Line 1865)
world : Phaser.Physics.P2 Local reference to the P2 World. Source code: physics/p2/Body.js (Line 38)
velocity : Phaser.Physics.P2.InversePointProxy The velocity of the body. Set velocity.x to a negative value to move to the left, position to the right. velocity.y negative values move up, positive move down. Source code: physics/p2/Body.js (Line 66)
updateCollisionMask(shape) Updates the collisionMask. Parameters Name Type Argument Description shape p2.Shape <optional> An optional Shape. If not provided the collision group will be added to all Shapes in this Body. Source code: physics/p2/Body.js (Line 271)
type : number The type of physics system this body belongs to. Source code: physics/p2/Body.js (Line 48)
toWorldFrame(out, localPoint) Transform a local point to world frame. Parameters Name Type Description out Array The vector to store the result in. localPoint Array The input local vector. Source code: physics/p2/Body.js (Line 637)
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