Physics.P2.Body#id

[readonly] id : number The Body ID. Each Body that has been added to the World has a unique ID. Source code: physics/p2/Body.js (Line 1905)

Physics.P2.Body#gravity

gravity : Phaser.Point A locally applied gravity force to the Body. Applied directly before the world step. NOTE: Not currently implemented. Source code: physics/p2/Body.js (Line 76)

Physics.P2.Body#getVelocityAtPoint()

getVelocityAtPoint(result, relativePoint) → {Array} Gets the velocity of a point in the body. Parameters Name Type Description result Array A vector to store the result in. relativePoint Array A world oriented vector, indicating the position of the point to get the velocity from. Returns Array - The result vector. Source code: physics/p2/Body.js (Line 502)

Physics.P2.Body#getCollisionMask()

getCollisionMask() → {number} Gets the collision bitmask from the groups this body collides with. Returns number - The bitmask. Source code: physics/p2/Body.js (Line 247)

Physics.P2.Body#game

game : Phaser.Game Local reference to game. Source code: physics/p2/Body.js (Line 33)

Physics.P2.Body#force

force : Phaser.Physics.P2.InversePointProxy The force applied to the body. Source code: physics/p2/Body.js (Line 71)

Physics.P2.Body#fixedRotation

fixedRotation : boolean - Source code: physics/p2/Body.js (Line 1732)

Physics.P2.Body#dynamic

dynamic : boolean Returns true if the Body is dynamic. Setting Body.dynamic to 'false' will make it static. Source code: physics/p2/Body.js (Line 1545)

Physics.P2.Body#dirty

dirty : boolean Internally used by Sprite.x/y Source code: physics/p2/Body.js (Line 127)

Physics.P2.Body#destroy()

destroy() Destroys this Body and all references it holds to other objects. Source code: physics/p2/Body.js (Line 943)