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

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

addAt(child, index, silent) → {

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

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all

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

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself

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

callAllExists(callback, existsValue, parameter) Calls a function, specified by name, on all children in the group who exist (or do not

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

onChildInputOver : Phaser.Signal This Signal is dispatched

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

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

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

moveAll(group, silent) → {Phaser

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

resetCursor(index) → {any} Sets the group cursor to the first child

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