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

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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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

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

customSort(sortHandler, context) Sort the children in the group according to custom sort function.

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

body : Phaser.Physics.P2.Body

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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

getFirstExists(exists, createIfNull, x, y,

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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