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

getBottom() → {any} Returns the child at the bottom of this group. The bottom child the child

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

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups

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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

onDestroy : Phaser.Signal This signal is dispatched

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

[readonly] physicsType : number The const physics body type of this object.

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

classType : Object The type of objects that will be created when using

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

setProperty(child, key, value, operation, force) → {boolean}

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

createMultiple(quantity, key, frame, exists) → {array}

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

countDead() → {integer} Get the number of dead children in this group. Returns

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

moveDown(child) → {any} Moves the given child down one place in this group unless it's already at

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