Physics.P2.Body#moveRight()

moveRight(speed) If this Body is dynamic then this will move it to the right by setting its x 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 to the right, in pixels per second. Source code: physics/p2/Body.js (Line 789)

Physics.P2.Body#moveLeft()

moveLeft(speed) If this Body is dynamic then this will move it to the left by setting its x 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 to the left, in pixels per second. Source code: physics/p2/Body.js (Line 776)

Physics.P2.Body#moveForward()

moveForward(speed) Moves the Body forwards 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 move forwards. Source code: physics/p2/Body.js (Line 674)

Physics.P2.Body#moveDown()

moveDown(speed) If this Body is dynamic then this will move it down 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 down, in pixels per second. Source code: physics/p2/Body.js (Line 815)

Physics.P2.Body#moveBackward()

moveBackward(speed) Moves the Body backwards 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 move backwards. Source code: physics/p2/Body.js (Line 691)

Physics.P2.Body#motionState

motionState : number The type of motion this body has. Should be one of: Body.STATIC (the body does not move), Body.DYNAMIC (body can move and respond to collisions) and Body.KINEMATIC (only moves according to its .velocity). Source code: physics/p2/Body.js (Line 1799)

Physics.P2.Body#mass

mass : number The mass of the body. Source code: physics/p2/Body.js (Line 1775)

Physics.P2.Body#loadPolygon()

loadPolygon(key, object) → {boolean} Reads the shape data from a physics data file stored in the Game.Cache and adds it as a polygon to this Body. As well as reading the data from the Cache you can also pass null as the first argument and aphysics data object as the second. When doing this you must ensure the structure of the object is correct in advance. For more details see the format of the Lime / Corona Physics Editor export. Parameters Name Type Description key string The key of the P

Physics.P2.Body#kinematic

kinematic : boolean Returns true if the Body is kinematic. Setting Body.kinematic to 'false' will make it static. Source code: physics/p2/Body.js (Line 1574)

Physics.P2.Body#inertia

inertia : number The inertia of the body around the Z axis.. Source code: physics/p2/Body.js (Line 1755)