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

getFirstDead(createIfNull, x, y, key,

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

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

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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

2025-01-10 15:47:30
Physics.P2.BodyDebug#getFirstAlive()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

getFirstAlive(createIfNull, x, y, key,

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

filter(predicate, checkExists) → {Phaser

2025-01-10 15:47:30
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,

2025-01-10 15:47:30
Physics.P2.BodyDebug#name
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

name : string A name for this group. Not used internally but useful for debugging.

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

[readonly] cursorIndex : integer The current index of the Group cursor. Advance it with Group

2025-01-10 15:47:30
Physics.P2.BodyDebug#swapChildren()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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