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

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

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

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

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

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

resetChild(child, x, y, key, frame)

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

pendingDestroy : boolean A Group is that has pendingDestroy set to true is flagged to have its destroy

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

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

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

checkAll(key, value, checkAlive, checkVisible, force)

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

[readonly] z : integer The z-depth value of this object within its parent container/Group

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