Physics.P2.BodyDebug#hash
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

hash :array The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and

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Physics.P2.BodyDebug#countLiving()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

countLiving() → {integer} Get the number of living children in this group. Returns

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Physics.P2.BodyDebug#draw()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

draw() Draws the P2 shapes to the Graphics object. Source code:

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Physics.P2#resume()
  • References/Game Development/Phaser/P2 Physics/Physics.P2

resume() Resumes a paused P2 World. Source code:

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Physics.P2#gravity
  • References/Game Development/Phaser/P2 Physics/Physics.P2

gravity : Phaser.Physics.P2.Inv

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Physics.P2.BodyDebug#enableBodyDebug
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

enableBodyDebug : boolean If true when a physics body is created (via

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Physics.P2#boundsCollidesWith
  • References/Game Development/Phaser/P2 Physics/Physics.P2

boundsCollidesWith :array An array of the bodies the world bounds collides with. Source

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Physics.P2.BodyDebug#set()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

set(child, key, value, checkAlive, checkVisible, operation,

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Physics.P2.BodyDebug#top
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

top : number The top coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions

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Physics.P2.BodyDebug#getRandomExists()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

getRandomExists(startIndex, endIndex) → {any}

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