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

forEachDead(callback, callbackContext, args) Call a function on each dead child in this group. See

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

x : number The x coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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

setAll(key, value, checkAlive, checkVisible, operation, force)

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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

checkProperty(child, key, value, force) → {boolean} Checks a property

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

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property

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

removeFromHash(child) → {boolean} Removes a child of this Group from the hash array.This call

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

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

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

fixedToCamera : boolean A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera

2025-01-10 15:47:30