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

new BodyDebug(game, body, settings) Draws a P2 Body to a Graphics instance for visual debugging.Needless to say, for every body

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

addMultiple(children, silent) → {Array.<

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

removeAll(destroy, silent, destroyTexture) Removes

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

xy(index, x, y) Positions the child found at the given index within this group to the given x and y coordinates. Parameters

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

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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

body : Phaser.Physics.P2.Body

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

getFirstExists(exists, createIfNull, x, y,

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

ppu : number Pixels per Length Unit. Source code:

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

setAllChildren(key, value, checkAlive, checkVisible, operation,

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

filter(predicate, checkExists) → {Phaser

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