Physics.P2.Body#reverse()

reverse(speed) Applies a force to the Body that causes it to 'thrust' backwards (in reverse), based on its current angle and the given speed.The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). Parameters Name Type Description speed number The speed at which it should reverse. Source code: physics/p2/Body.js (Line 759)

Physics.P2.Body#reset()

reset(x, y, resetDamping, resetMass) Resets the Body force, velocity (linear and angular) and rotation. Optionally resets damping and mass. Parameters Name Type Argument Default Description x number The new x position of the Body. y number The new x position of the Body. resetDamping boolean <optional> false Resets the linear and angular damping. resetMass boolean <optional> false Sets the Body mass back to 1. Source code: physics/p2/Body.js (Line 871)

Physics.P2.Body#removeShape()

removeShape(shape) → {boolean} Remove a shape from the body. Will automatically update the mass properties and bounding radius. Parameters Name Type Description shape p2.Circle | p2.Rectangle | p2.Plane | p2.Line | p2.Particle The shape to remove from the body. Returns boolean - True if the shape was found and removed, else false. Source code: physics/p2/Body.js (Line 1194)

Physics.P2.Body#removeNextStep

removeNextStep : boolean To avoid deleting this body during a physics step, and causing all kinds of problems, set removeNextStep to true to have it removed in the next preUpdate. Source code: physics/p2/Body.js (Line 117)

Physics.P2.Body#removeFromWorld()

removeFromWorld() Removes this physics body from the world. Source code: physics/p2/Body.js (Line 929)

Physics.P2.Body#removeCollisionGroup()

removeCollisionGroup(group, clearCallback, shape) Removes the given CollisionGroup, or array of CollisionGroups, from the list of groups that this body will collide with and updates the collision masks. Parameters Name Type Argument Default Description group Phaser.Physics.CollisionGroup | array The Collision Group or Array of Collision Groups that this Bodies shapes should not collide with anymore. clearCallback boolean <optional> true Clear the callback that will be trigge

Physics.P2.Body#onEndContact

onEndContact : Phaser.Signal Dispatched when contact ends between shapes in two bodies.This event is fired during the step, so collision has already taken place. The event will be sent 4 arguments in this order: The Phaser.Physics.P2.Body it is in contact with. This might be null if the Body was created directly in the p2 world.The p2.Body this Body has ended contact with.The Shape from this body that caused the original contact.The Shape from the contact body. Source code: physics/p2/Body.j

Physics.P2.Body#onBeginContact

onBeginContact : Phaser.Signal Dispatched when a first contact is created between shapes in two bodies.This event is fired during the step, so collision has already taken place. The event will be sent 5 arguments in this order: The Phaser.Physics.P2.Body it is in contact with. This might be null if the Body was created directly in the p2 world.The p2.Body this Body is in contact with.The Shape from this body that caused the contact.The Shape from the contact body.The Contact Equation data arr

Physics.P2.Body#offset

offset : Phaser.Point The offset of the Physics Body from the Sprite x/y position. Source code: physics/p2/Body.js (Line 53)

Physics.P2.Body#moveUp()

moveUp(speed) If this Body is dynamic then this will move it up by setting its y velocity to the given speed.The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). Parameters Name Type Description speed number The speed at which it should move up, in pixels per second. Source code: physics/p2/Body.js (Line 802)