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

removeBetween(startIndex, endIndex, destroy, silent)

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

alpha : number The alpha value of the group container. Inherited From

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

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group

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

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be

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

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If

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

sort(key, order) Sort the children in the group according to a particular

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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.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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