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

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

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

alignTo(parent, position, offsetX, offsetY) → {

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

removeChildAt(index) → {DisplayObject}

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

getChildAt(index) → {DisplayObject}

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

getAt(index) → {DisplayObject | integer}

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

[readonly] children : Array.<Displa

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

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

2025-01-10 15:47:30
Physics.P2.BodyDebug#getFirstDead()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

getFirstDead(createIfNull, x, y, key,

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

remove(child, destroy, silent) → {boolean}

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