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

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

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

addChildAt(child, index) → {DisplayObject}

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

create(x, y, key, frame, exists, index)

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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#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

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