How does the phaser work in physics P2?
An array of the Phaser.Physics.Body objects that have been created. Goes through all tiles in the given Tilemap and TilemapLayer and converts those set to collide into physics bodies. Every time you call this method it will destroy any previously created bodies and remove them from the world.
When does the phaser send a signal to the world?
It sends 1 argument: constraint which is the Phaser.Physics.P2.Constraint that was added to the world. This signal is dispatched when a Constraint is removed from the World. It sends 1 argument: constraint which is the Phaser.Physics.P2.Constraint that was removed from the world.
Where can I find phaser 2.6.2 Docs?
These archived docs are for Phaser 2.6.2 Phaser 3 docs can be found on newdocs.phaser.io. Phaser CE docs can be found on the Phaser CE Documentation site. Phaser .Physics.
How to automatically apply gravity in physics P2?
Physics configuration object passed in from the game constructor. Enable to automatically apply body damping each step. Enable to automatically apply gravity each step. Enable to automatically apply spring forces each step. An array of the bodies the world bounds collides with. A default collision group.
How to create a game with P2 physics?
Add the code below to your create method in main.js : In the code above you set the games background color, enable the P2 Physics engine, change the default gravity of the game. The code also initializes a RandomDataGenerator to generate random numbers later in the game.
What does physicseditor do for a phaser game?
This is exactly what PhysicsEditor is for and it will make your life a whole lot easier. PhysicsEditor allows you to define the collision shapes and then export them into the appropriate format you need. In the case of Phaser, that is JSON, but PhysicsEditor works for a bunch of different game frameworks.