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

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

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

getTop() → {any} Return the child at the top of this group. The top child is the child displayed

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

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

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

getRandomExists(startIndex, endIndex) → {any}

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

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group.

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

inputEnableChildren : boolean A Group with inputEnableChildren set to true will automatically call inputEnabled

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

[readonly] length : integer Total number of children in this group, regardless of exists/alive

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