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

onChildInputDown : Phaser.Signal This Signal is dispatched

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

onChildInputUp : Phaser.Signal This Signal is dispatched

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:

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

getFirstExists(exists, createIfNull, x, y,

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

removeAll(destroy, silent, destroyTexture) Removes

2025-01-10 15:47:30
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

2025-01-10 15:47:30
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#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

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

centerX : number The center x coordinate of this Group. It is derived by calling getBounds, calculating the

2025-01-10 15:47:30