Physics.P2.Body#debugBody

debugBody : Phaser.Physics.P2.BodyDebug Reference to the debug body. Source code: physics/p2/Body.js (Line 122)

Physics.P2.Body#debug

debug : boolean Enable or disable debug drawing of this body Source code: physics/p2/Body.js (Line 1920)

Physics.P2.Body#damping

damping : number Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second. The linear damping acting on the body in the velocity direction. Source code: physics/p2/Body.js (Line 1711)

Physics.P2.Body#createGroupCallback()

createGroupCallback(group, callback, callbackContext) Sets a callback to be fired any time this Body impacts with the given Group. The impact test is performed against shape.collisionGroup values.The callback will be sent 4 parameters: This body, the body that impacted, the Shape in this body and the shape in the impacting body.This callback will only fire if this Body has been assigned a collision group.Note that the impact event happens after collision resolution, so it cannot be used to pr

Physics.P2.Body#createBodyCallback()

createBodyCallback(object, callback, callbackContext) Sets a callback to be fired any time a shape in this Body impacts with a shape in the given Body. The impact test is performed against body.id values.The callback will be sent 4 parameters: This body, the body that impacted, the Shape in this body and the shape in the impacting body.Note that the impact event happens after collision resolution, so it cannot be used to prevent a collision from happening.It also happens mid-step. So do not d

Physics.P2.Body#collideWorldBounds

collideWorldBounds : boolean A Body can be set to collide against the World bounds automatically if this is set to true. Otherwise it will leave the World.Note that this only applies if your World has bounds! The response to the collision should be managed via CollisionMaterials.Also note that when you set this it will only effect Body shapes that already exist. If you then add further shapes to your Bodyafter setting this it will not proactively set them to collide with the bounds. Should th

Physics.P2.Body#collidesWith

collidesWith :array Array of CollisionGroups that this Bodies shapes collide with. Source code: physics/p2/Body.js (Line 112)

Physics.P2.Body#collides()

collides(group, callback, callbackContext, shape) Adds the given CollisionGroup, or array of CollisionGroups, to the list of groups that this body will collide with and updates the collision masks. Parameters Name Type Argument Description group Phaser.Physics.CollisionGroup | array The Collision Group or Array of Collision Groups that this Bodies shapes will collide with. callback function <optional> Optional callback that will be triggered when this Body impacts with the given

Physics.P2.Body#clearShapes()

clearShapes() Removes all Shapes from this Body. Source code: physics/p2/Body.js (Line 974)

Physics.P2.Body#clearCollision()

clearCollision(clearGroup, clearMask, shape) Clears the collision data from the shapes in this Body. Optionally clears Group and/or Mask. Parameters Name Type Argument Default Description clearGroup boolean <optional> true Clear the collisionGroup value from the shape/s? clearMask boolean <optional> true Clear the collisionMask value from the shape/s? shape p2.Shape <optional> An optional Shape. If not provided the collision data will be cleared from all Shap