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

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

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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#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#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#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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